Rise of the Tomb Raider DX12 patch released

Azix

Golden Member
Apr 18, 2014
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This one I expect to favor nvidia.

http://steamcommunity.com/app/391220/discussions/0/405694115202867954/

Dont see mention of conservative rasterization and ROVs

Should be noted that the number of AAA dx12 games is growing and should be a good number by end of the year (some dx12 ONLY)

[03-11-2016] PC Patch notes for patch 1.0.638.6 (Patch #5)
We have just released the fifth PC patch for Rise of the Tomb Raider, build 1.0.638.6. This patch adds support for two major new technology features into the game, and by doing so allows for both great new visuals, as well as improved performance on specific systems. For more information on how DX12 can improve your Rise of the Tomb Raider experience please check out our blog at http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb

This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client. If you are using the game on the Window 10 Store the update will be available in a few days and will automatically download when it becomes available. We will update this thread when the Windows 10 Store version is live.
  • Added support for DirectX 12

    DirectX 12 is a new advanced graphics API that on the right hardware can offer far better performance.
    For the best DX12 performance and stability please install the latest drivers for your GPU.
    For NVIDIA: http://www.nvidia.com/download/driverResults.aspx/99512/en-us
    For AMD : http://support.amd.com/en-us/kb-articles/Pages/AMD_Radeon_Software_Crimson_Edition_16.3.aspx

  • Adds NVIDIA VXAO Ambient Occlusion technology. This is the world’s most advanced real-time AO solution, specifically developed for NVIDIA Maxwell hardware. (Steam Only)
  • Added a new benchmark feature to allow easy comparison of performance on different systems, as well as at different graphics settings.
  • Fixed some HBAO+ and other Ambient Occlusion issues.
  • Fixed motion blur problems in Stereoscopic 3D mode.
  • A variety of other smaller optimizations, bug-fixes, and tweaks.

While we expect this patch to be an improvement for everyone, if you do have trouble with this patch and prefer to stay on the old version we made a Beta available on Steam, Build 629.1, that can be used to switch back to the previous version.

We will keep monitoring for feedback and will release further patches as it seems required. We always welcome your feedback!
 
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Mercennarius

Senior member
Oct 28, 2015
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Time to go buy Rise of the Tomb Raider...unfortunately won't be able to play it for a week as i'll be out of town.
 

flynnsk

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Sep 24, 2005
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According to reddit (/rAMD, r/Nvidia, r/PCMasterRace, r/PCGaming) DX12 is negatively impacting all cards.. 25-40% avg, as much as 60-70% perf hit across the board, no multi-gpu support.. looking almost as bad as GoW. Same sort of results on OCUK

ex:
UHD (2160) Max
4x Titan X
5960X (4Ghz)

DX12
Mountain Peak: 19.97 (Min:10.79, Max 28.76)
Syria 13.29 (Min 12.22, Max 14.17
Geothermal Valley: 13.50 (Min 11.83, Max 17.03)
Overall: 15.65 fps

DX11
Mountain Peak: 75.55 (Min:39.68, Max 119.82)
Syria 46.37 (Min 5.08, Max 75.56)
Geothermal Valley: 56.07 (Min 25.30, Max 79.13)
Overall: 60.10

Edit. something seems to be up with titles that have Gameworks AND DX12 (GoW).. ROTTR adds to the list
 
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thesmokingman

Platinum Member
May 6, 2010
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Sounds like there's much to the teething process. Not sure how that is equatable to GW though.
 

PhonakV30

Senior member
Oct 26, 2009
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VXAO Only in DX11.

Here are some comments :

You should see VXAO as the rightmost ambient occlusion option, assuming you are on Maxwell hardware, have up to date drivers, and are running on DX11. VXAO is not yet available on DX12 from NVIDIA.

DX12 requires explicit game support for SLI or Crossfire which is not currently enabled. To use multiple GPUs you will have to use DX11 right now. As we mentioned we will continue to look at further enhancements in potential future patches.

Edit : (My system - i7-6700k/R9 390x/16gb memory) Unfortunately DX12 absolutely murders my framerate but no complains. It's still early stages and maybe the performance gain is meant for lower end hardware?

Getting worst perfromance here on a Geforce 970 max settings.
Directx 11 : 75 fps average.
Directx 12 : 60 fps average.

Ran the benchmark with the high preset at 1080p.
DX11: 52.22 fps
DX12: 44.57 fps
i5-4690, R9 380 4GB
Not looking good...

Seems slower here too, but not always...
something is wrong, not sure if my system, drivers or the game.
But first play with DX12:performance was a little better than DX1 (from 55fps to 62/68)
Tryed DX11 again and then turned DX12 for a second time: it was way worse! (50 fps!)
Nvidia 980ti.
Not sure why... gotta try again some time late
 

Bacon1

Diamond Member
Feb 14, 2016
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Some people were listing screenshots and looks like the minimums are way, way lower like 1/2, which is probably dragging it down a lot.

Did they talk about using async compute for PureHair or BTAO (SSAO "on")? They already did that with XB1 and Deus Ex so was hoping to see those become "free" on PC as well.
 

Bacon1

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Feb 14, 2016
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The above advantage we feel is the most important one for Rise of the Tomb Raider, but there are many more advantages that make us excited about DirectX 12. Another big feature, which we are also using on Xbox One, is asynchronous compute. This allows us to re-use GPU power that would otherwise go to waste, and do multiple tasks in parallel. And there is a never before seen level of control over NVIDIA SLI and AMD CrossFireX configurations, which means that as a developer we can take full control over those systems and ensure users get a great experience with them.

Welp looks like there is no async compute used yet, even though they've done it with XB1 and Deus Ex for Purehair / BTAO (SSAO)

http://gearnuke.com/deus-ex-mankind-divided-use-async-compute-enhance-pure-hair-simulation/

http://gearnuke.com/rise-of-the-tom...breathtaking-volumetric-lighting-on-xbox-one/

Sad, guess I'll wait for the next patch.
 

thesmokingman

Platinum Member
May 6, 2010
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I wonder about devs. How much testing did they do before pushing this out live? Like really?
 

Mercennarius

Senior member
Oct 28, 2015
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Seems like you need the latest hotfix for better performance. One guy on the reddit thread with a 290 said he went from 55 to 75FPS switching to DX12 and updating his drivers.
 

Azix

Golden Member
Apr 18, 2014
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I wonder about devs. How much testing did they do before pushing this out live? Like really?

they excuse themselves by saying dx11 is available for predictable performance. Better than gow that had dx12 only I guess, but barely.
 

thesmokingman

Platinum Member
May 6, 2010
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Seems like you need the latest hotfix for better performance. One guy on the reddit thread with a 290 said he went from 55 to 75FPS switching to DX12 and updating his drivers.


lol that would help to have the 16.3 drivers since they allow fullscreen in dx12.
 

Samwell

Senior member
May 10, 2015
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Welp looks like there is no async compute used yet, even though they've done it with XB1 and Deus Ex for Purehair / BTAO (SSAO)

Sad, guess I'll wait for the next patch.

he above advantage we feel is the most important one for Rise of the Tomb Raider, but there are many more advantages that make us excited about DirectX 12. Another big feature, which we are also using on Xbox One, is asynchronous compute. This allows us to re-use GPU power that would otherwise go to waste, and do multiple tasks in parallel. And there is a never before seen level of control over NVIDIA SLI and AMD CrossFireX configurations, which means that as a developer we can take full control over those systems and ensure users get a great experience with them.
http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb

They are using Async Compute, but everywhere i read it's running worse than DX11. Nvidias VXAO in DX11 is also not working properly, there is no visible difference, it seems it's not active. They should have waited longer with this DX12 patch.
 

Bacon1

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Feb 14, 2016
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http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb

They are using Async Compute, but everywhere i read it's running worse than DX11. Nvidias VXAO in DX11 is also not working properly, there is no visible difference, it seems it's not active. They should have waited longer with this DX12 patch.

Yeah I actually quoted that in my next post, but the way they are talking about it makes them seem excited to use it not excited that they are. So seems like something they will have to put back in the game at a future time...

Anyway can't wait to try it out tonight and see, hopefully there will be some smaller patches to fix issues. I saw that there was already a hotfix of 128mb, or maybe that was the whole patch?
 

pj-

Senior member
May 5, 2015
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So is the theory still that nvidia pressured them to bury the dx12 version?
 

tential

Diamond Member
May 13, 2008
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I feel like posters only picked the worst DX12 scenarios. Over on Neogaf, some people are seeing improvements moving to DX12....

It's a mess though lol. But some are reporting lower maximums, higher mins and more stable in game FPS
 
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Bacon1

Diamond Member
Feb 14, 2016
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No this was a theory in this forum by the Amd fanboys.
The implementation of DX12 is really great:\
http://www.hardwareluxx.de/index.ph...t-vxao-amd-und-nvidia-verlieren-leistung.html

Neither graphics cards with NVIDIA even those with AMD GPU currently benefit from DirectX 12. Rather the opposite is the case, because both the GeForce GTX 980 Ti including the Radeon R9 Fury X are struggling with some major performance degradation. Currently activating DirectX 12 is therefore not recommended.

Well lets look at the differences in the latest DX12 games.

Hitman -> DX12 > DX11 for AMD, slightly slower on Nvidia -> AMD Sponsored

Ashes of the Singularity -> DX12 > DX11 for both -> AMD Sponsored

GOW -> DX12 only -> Garbage performance and uses Nvidia gameworks

Rise of the Tomb Raider -> DX12 much worse than DX11 for Both -> Uses Nvidia Gameworks

Not to mention ROTTR lost its async compute support that it had on XB1.

So games with DX12 gains are AMD sponsored, games with bad DX12 performance are using Nvidia gameworks.

Interesting to compare no?

Nvidia has a lot to lose in DX12 games because AMD's driver overhead is finally removed and their cards perform much faster.
 
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