computerbaseAshes of the Singularity Beta1 DirectX 12 Benchmarks

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Paul98

Diamond Member
Jan 31, 2010
3,732
199
106
Actually AMD fanboys are the ones who at least have no memory...

Oxide is a AMD fanclub, remember how they created the Star Swarm as a Mantle PR and it was biased vs DX11 and intencionally did not supported Context Lists just because AMD did not supported it? Remember how everything was about how awesome AMD was with Mantle and lots of useless raw draw calls? ring a bell?

Now they are taking Oxide devs words as the only truth, and now everything is about how awesome AC is? im sorry but this is a huge deja vu.

No no, only AMD fanboys can take anything from Oxide as a parameter of anything, anyone who is not biased and has memory can tell you, they already did this crap with Star Swarm as a AMD PR...

If you want to call Nvidia fanboy to someone that is showing hard evidence in your face go ahead.


BTW i have no doub that AC is a nice feature, i doubt it will become relevant when is only working in like 20% of the market... AND NO, dont come out with the "AMD is in consoles" BS, the consoles has been around for more than 2 years and things just work worse and worse on AMD hardware.
We need to wait to see in anyone implement it beyond the ones that AMD pay them for.

Async compute is being used in lots of console games and is being added to the major engines.

There will be widespread use of it as DK12 adoption continues from developers.
 

Glo.

Diamond Member
Apr 25, 2015
5,763
4,667
136
No I dont. Because its a demo made for size, not for optimization. You can most likely find other demos from the same event with the exact opposite outcome. You are down to what card support what instruction you may need for that single demo. It could for example be the same as mining on an NVidia card vs AMD. All down to a couple of instructions to make all the difference there.

Thank you .
 

ZGR

Platinum Member
Oct 26, 2012
2,054
661
136
Does Ashes support multithreaded AI? Supreme Commander gets sluggish on a 40KM+ map with maxed unit count. The game loads all the AI on one core. Near the end (or middle) of the battle, the game becomes choked by that core.

If Ashes can be GPU limited all the time, I will get it for that reason alone. Even Stardock's Sins of a Solar Empire was bottlenecked the SAME way. Single threaded performance is king in those older RTS games. Even now, a 5 GHz Skylake core is nowhere near enough for those games.
 

Dygaza

Member
Oct 16, 2015
176
34
101
Does Ashes support multithreaded AI? Supreme Commander gets sluggish on a 40KM+ map with maxed unit count. The game loads all the AI on one core. Near the end (or middle) of the battle, the game becomes choked by that core.

If Ashes can be GPU limited all the time, I will get it for that reason alone. Even Stardock's Sins of a Solar Empire was bottlenecked the SAME way. Single threaded performance is king in those older RTS games. Even now, a 5 GHz Skylake core is nowhere near enough for those games.

Yeah it support multithreaded ai. It kinda has to, not just for the units themselves, but even all turrets in ships have their own ai / targetting solution.

No chokes happening even on biggest maps under dx12. I use AMD so there is chokes on dx11 in big battles. I quess nvidia works quite well in both modes.
 

ozzy702

Golden Member
Nov 1, 2011
1,151
530
136
Does Ashes support multithreaded AI? Supreme Commander gets sluggish on a 40KM+ map with maxed unit count. The game loads all the AI on one core. Near the end (or middle) of the battle, the game becomes choked by that core.

If Ashes can be GPU limited all the time, I will get it for that reason alone. Even Stardock's Sins of a Solar Empire was bottlenecked the SAME way. Single threaded performance is king in those older RTS games. Even now, a 5 GHz Skylake core is nowhere near enough for those games.

I really hope that Stardock releases Sins of a Solar Empire 2 using the Ashes engine. I love Sins but even on my 4.3ghz 3770k the late game slows down big time because one thread is getting hammered to death.
 

Piroko

Senior member
Jan 10, 2013
905
79
91
"Sprites"? We are more than a decade after sprites...
The graphic in Ashes is just outdated. Here is a screen from Supreme Commander 2:
...in which light sources are imitated by sprites. You do realize that?


I really hope that Stardock releases Sins of a Solar Empire 2 using the Ashes engine. I love Sins but even on my 4.3ghz 3770k the late game slows down big time because one thread is getting hammered to death.
Absolutely agree on this one.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Supreme Commander has large maps, too...



"Sprites"? We are more than a decade after sprites...
The graphic in Ashes is just outdated. Here is a screen from Supreme Commander 2:


Released 6 years ago, using DX9 and has better texture quality and the shadows are leagues better.
And DX9 hasnt supported something like DirectCompute at this time...

The "lights" are not individually rendered. It's not even close to the same thing, never mind better.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
Actually AMD fanboys are the ones who at least have no memory...

Oxide is a AMD fanclub, remember how they created the Star Swarm as a Mantle PR and it was biased vs DX11 and intencionally did not supported Context Lists just because AMD did not supported it? Remember how everything was about how awesome AMD was with Mantle and lots of useless raw draw calls? ring a bell?

Now they are taking Oxide devs words as the only truth, and now everything is about how awesome AC is? im sorry but this is a huge deja vu.

No no, only AMD fanboys can take anything from Oxide as a parameter of anything, anyone who is not biased and has memory can tell you, they already did this crap with Star Swarm as a AMD PR...

If you want to call Nvidia fanboy to someone that is showing hard evidence in your face go ahead.


BTW i have no doub that AC is a nice feature, i doubt it will become relevant when is only working in like 20% of the market... AND NO, dont come out with the "AMD is in consoles" BS, the consoles has been around for more than 2 years and things just work worse and worse on AMD hardware.
We need to wait to see in anyone implement it beyond the ones that AMD pay them for.

We should have a rule here that the first person who uses "fanboy" loses. It used to be against the rules, but it seems to be allowed for some now.
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
126
Are there any other posters on this thread who actually own AOTS and have benched it with their rig/rigs?
 
Feb 19, 2009
10,457
10
76
Interesting context: Compute/graphics benchmark

http://www.pcgameshardware.de/Grafi...PC-4K-Demo-Radeon-Geforce-Future-GPU-1187323/

That is a bit... scary, to be honest.

At 1.4 GHz GTX 970 scores less than R9 380X on 1020 MHz.

Without knowing more about it, it's just like any synthetic. I mean if they push Compute fully like what I am getting from reading the description, ie. it's actually compute-based rendering, then yeah, GPUs with parallel compute engines will excel.

Games don't use that ratio % of compute vs graphics though. It still is mostly graphics and compute are added on for effects.
 

Mahigan

Senior member
Aug 22, 2015
573
0
0
Without knowing more about it, it's just like any synthetic. I mean if they push Compute fully like what I am getting from reading the description, ie. it's actually compute-based rendering, then yeah, GPUs with parallel compute engines will excel.

Games don't use that ratio % of compute vs graphics though. It still is mostly graphics and compute are added on for effects.

Yeah,

I mean Ashes of the Singularity is 80/20 (Graphics/Compute) as per Kollock. The next iteration of the Nitrous engine will be 50/50 as per Kollock.
 

MrTeal

Diamond Member
Dec 7, 2003
3,586
1,747
136
Thank you Dygaza!

Mr. Teal would love to see your results especially with that 5930k!:thumbsup:

Sure. For some reason I still can't get multi-CPU working properly, but this is the single-GPU scores.

Extreme 4k
Code:
Total Time:					 60.009888 ms per frame
Avg Framerate:					 32.326557 FPS (30.934319 ms)
Weighted Framerate:				 31.718487 FPS (31.527355 ms)
CPU frame rate (estimated if not GPU bound):	 98.768288 FPS (10.124707 ms)
Percent GPU Bound:				 35.976933 %
Driver throughput (Batches per ms):		 6846.007813 Batches
Average Batches per frame:			 18543.445313 Batches
High 4k
Code:
Total Time:					 60.006493 ms per frame
Avg Framerate:					 40.025700 FPS (24.983948 ms)
Weighted Framerate:				 39.242874 FPS (25.482332 ms)
CPU frame rate (estimated if not GPU bound):	 107.213821 FPS (9.327155 ms)
Percent GPU Bound:				 44.509495 %
Driver throughput (Batches per ms):		 6322.104980 Batches
Average Batches per frame:			 14600.041992 Batches
 

guskline

Diamond Member
Apr 17, 2006
5,338
476
126
Sure. For some reason I still can't get multi-CPU working properly, but this is the single-GPU scores.

Extreme 4k
Code:
Total Time:					 60.009888 ms per frame
Avg Framerate:					 32.326557 FPS (30.934319 ms)
Weighted Framerate:				 31.718487 FPS (31.527355 ms)
CPU frame rate (estimated if not GPU bound):	 98.768288 FPS (10.124707 ms)
Percent GPU Bound:				 35.976933 %
Driver throughput (Batches per ms):		 6846.007813 Batches
Average Batches per frame:			 18543.445313 Batches
High 4k
Code:
Total Time:					 60.006493 ms per frame
Avg Framerate:					 40.025700 FPS (24.983948 ms)
Weighted Framerate:				 39.242874 FPS (25.482332 ms)
CPU frame rate (estimated if not GPU bound):	 107.213821 FPS (9.327155 ms)
Percent GPU Bound:				 44.509495 %
Driver throughput (Batches per ms):		 6322.104980 Batches
Average Batches per frame:			 14600.041992 Batches
[/QUOTE

Did you download and install Radeon Hotfix 16.2?
 

Shivansps

Diamond Member
Sep 11, 2013
3,873
1,527
136
Async compute is being used in lots of console games and is being added to the major engines.

There will be widespread use of it as DK12 adoption continues from developers.

We could go back to the Mantle thread 2 years ago and i could read the same damn thing, yet, Dice the ones who "asked AMD to do Mantle", abandoned Mantle after BF4... the same arguments, the same BS all over again... go and look for it, its like reading the same thread.

Its the same reason of why DX11 contexts lists(Nvidia Only) and Mantle (AMD Only) where never widely used, companies does not like to invest their own money to support some feature that only works on a portion of the market, because they target the whole market.

What they do on consoles does not matter, i still remember how everyone said that consoles where gona help AMD processors, it never happen.
What they do on consoles does not mean its good for us.

I dont doubt that Async Compute is a nice feature, i doubt that its use will extend beyond the early adopters sposored by AMD until Nvidia has it al well, and i mistrust everything coming from Oxide, they are AMD lapdog, Star Swarm is a clear example of this, there is no room for discussion here.
 

Mahigan

Senior member
Aug 22, 2015
573
0
0
Actually AMD fanboys are the ones who at least have no memory...

Oxide is a AMD fanclub, remember how they created the Star Swarm as a Mantle PR and it was biased vs DX11 and intencionally did not supported Context Lists just because AMD did not supported it? Remember how everything was about how awesome AMD was with Mantle and lots of useless raw draw calls? ring a bell?

Now they are taking Oxide devs words as the only truth, and now everything is about how awesome AC is? im sorry but this is a huge deja vu.

No no, only AMD fanboys can take anything from Oxide as a parameter of anything, anyone who is not biased and has memory can tell you, they already did this crap with Star Swarm as a AMD PR...

If you want to call Nvidia fanboy to someone that is showing hard evidence in your face go ahead.


BTW i have no doub that AC is a nice feature, i doubt it will become relevant when is only working in like 20% of the market... AND NO, dont come out with the "AMD is in consoles" BS, the consoles has been around for more than 2 years and things just work worse and worse on AMD hardware.
We need to wait to see in anyone implement it beyond the ones that AMD pay them for.

With all due respect,

Would you please provide the community with the hard evidence in your possession which substantiates your claims?

Examples of what would constitute hard evidence,

1. Evidence which shows that Star Swarm did not support deferred contexts. Such as links to well reputed investigative journalists.

2. Evidence which substantiates your claim that an API with the capacity of increasing the amount of draw calls is useless.

3. Evidence of collusion between Oxide and AMD which goes beyond a shared marketing strategy.

I feel that such evidence ought to be out in the open in order to allow for a more open discussion on the matter.

Thank you Kindly


Ps,

My impression on deferred contexts is that both AMD and NVIDIA drivers didn't fully support it at the time of release as stated by Oxide here:
Q. What about deferred contexts? Don’t those help multithreaded applications in DirectX?
A. Until the very latest drivers, we saw equal or even worse performance using deferred contexts in Nitrous. The newest drivers, however, have seen performance gains and so the latest build of Star Swarm can be set to use deferred contexts. Users can enable deferred contexts by modifying the lineEnableDeferredContexts=FALSE*to*=TRUE*in their settings files (for more information on customizing settings, see the link below). We have seen some stability issues with deferred contexts enabled, so change the setting at your own risk.
Q. Is Star Swarm unfairly targeting DirectX?
A. No. In fact our performance under DirectX is quite good. With a high-end CPU with excellent single-core performance and a high-end GPU, Nitrous can push up to 30,000 batches at 30 frames per second. We believe this number to be quite competitive with any other engine out there. We have also made additional optimizations specific to the DirectX version which are not required on other platforms.
Q. Are games using Nitrous going to have the same DirectX performance as Star Swarm?
A. No. We are working closely with all partners involved with DirectX to improve its performance going forward. Star Swarm is intended as a stress test, to ensure that games built on Nitrous will have an opportunity to efficiently use all the hardware available and not be artificially limited by the platform it is running on. In addition, all games will tailor their graphics settings to allow for optimal performance on each platform. Since Star Swarm is a stress test, it makes no distinction between DirectX and other platforms.
http://oxidegames.com/2014/01/31/star-swarm-faq/

A quick glance over at NVIDIA confirms what Oxide said above:
Meanwhile DirectX 11 deferred context support is currently broken in the combination of Star Swarm and NVIDIA's drivers, causing Star Swarm to immediately crash, so these results are with D3D 11 deferred contexts disabled.

https://forums.geforce.com/default/...eview-amd-vs-nvidia-with-star-swarm/?offset=1


Completely off topic but...
Now as for the claim that lack of Deferred Context support is behind AMDs poor draw call rate, well this test is without deferred context being enabled in Star Swarm:
DirectX 12 Preview CPU Configurations (i7-4960X)
Configuration Emulating
6C/12T @ 4.2GHz Overclocked Core i7
4C/4T @ 3.8GHz Core i5-4670K
2C/4T @ 3.8GHz Core i3-4370

Though not included in this preview, AMD’s recent APUs should slot between the 2 and 4 core options thanks to the design of AMD’s CPU modules.

CPU: Intel Core i7-4960X @ 4.2GHz
Motherboard: ASRock Fatal1ty X79 Professional
Power Supply: Corsair AX1200i
Hard Disk: Samsung SSD 840 EVO (750GB)
Memory: G.Skill RipjawZ DDR3-1866 4 x 8GB (9-10-9-26)
Case: NZXT Phantom 630 Windowed Edition
Monitor: Asus PQ321
Video Cards: AMD Radeon R9 290X
AMD Radeon R9 285
AMD Radeon R7 260X
NVIDIA GeForce GTX 980
NVIDIA GeForce GTX 750 Ti
NVIDIA GeForce GTX 680
Video Drivers: NVIDIA Release 349.56 Beta
AMD Catalyst 15.200 Beta
OS: Windows 10 Technical Preview 2 (Build 9926)


Bacon1 was right.
 
Last edited:

Magee_MC

Senior member
Jan 18, 2010
217
13
81
I wish that I was able to post benchmarks. So far every time I try to run the benchmark program the game crashes my entire system.

I've got a 2500K and a R9 290 and I can't get farther than 30 seconds or so into the bench before my whole system locks up. I've tried both the 16.2 drivers and the 15.12 ones, DX11 and DX12, both with my normal OC of 4.3 and at stock to no avail.

Hopefully I'll be able to figure out what the problem is because the game definitely looks interesting.
 

Ext3h

Junior Member
Feb 27, 2016
4
0
0
Interesting. Google translate makes it difficult for me to decipher exactly what it all means, but AMD certainly likes this benchmark.
That's not a benchmark. Not at all. It's a challenge, of how much graphic effects you can press into 4kB program code. Not 4k resolution, but 4kB binary size.

And it just happens to be remotely fitted for the GCN architecture, with little to no respect to the common best practice guides on how a GPU workload should be structured. E.g. stuff like loading, uncompressing and emulating a self written command stream inside the regular shader.
 

Despoiler

Golden Member
Nov 10, 2007
1,966
770
136
We could go back to the Mantle thread 2 years ago and i could read the same damn thing, yet, Dice the ones who "asked AMD to do Mantle", abandoned Mantle after BF4...

BF Hardline came out after BF4 and it had Mantle support. After that DX12 and Vulkan were in development.

Its the same reason of why DX11 contexts lists(Nvidia Only) and Mantle (AMD Only) where never widely used, companies does not like to invest their own money to support some feature that only works on a portion of the market, because they target the whole market.

The irony is that you don't know that the Civ engine supported context lists and it was developed by Dan Baker. The same Dan Baker that works for Oxide and developed the Nitrous engine. Dan likes to push the tech to where it can go. Using DX12 and partnering with AMD is a natural fit. Their hardware is capable of more fully utilizing next gen APIs.

What they do on consoles does not matter,
What they do on consoles does not mean its good for us.

There are a lot of ports from console to PC. The nextgen PC APIs are a lot closer to the ones used on consoles. Console devs are also making heavy use of AC. They have to to squeeze every bit out of the hardware. It stands to reason that it does matter.

i still remember how everyone said that consoles where gona help AMD processors, it never happen.
Could you provide some context? You aren't making any sense.
 
Feb 19, 2009
10,457
10
76
There are a lot of ports from console to PC. The nextgen PC APIs are a lot closer to the ones used on consoles. Console devs are also making heavy use of AC. They have to to squeeze every bit out of the hardware. It stands to reason that it does matter.

That kind of thinking, that what devs optimize for consoles don't affect PC makes no sense.

See what devs have to say directly, it should be obvious:

http://www.eurogamer.net/articles/digitalfoundry-2015-the-making-of-gears-of-war-ultimate-edition

DirectX 12 allows us much better control over the CPU load with heavily reduced driver overhead. Some of the overhead has been moved to the game where we can have control over it. Our main effort is in parallelising the rendering system to take advantage of multiple CPU cores. Command list creation and D3D resource creation are the big focus here. We're also pulling in optimisations from UE4 where possible, such as pipeline state object caching. On the GPU side, we've converted SSAO to make use of async compute and are exploring the same for other features, like MSAA.

They say similar things for Hitman, Quantum Break, Deus Ex, Mirror's Edge...

And even Rise of the Tomb Raider, despite NV sponsorship, the game's original code is DX12 (with Async Compute usage!), they had to port it to DX11 for the PC and removed DX12 in the release, despite having DX12 files in the Steam folder (because reasons...)!

In the DX11 era, many modern AAA games are very well threaded and performance is good on AMD's weak FX CPUs, unlike older titles where it's single thread. It's not a coincidence, when consoles have lots of weaker cores.
 
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ThatBuzzkiller

Golden Member
Nov 14, 2014
1,120
260
136
They say similar things for Hitman, Quantum Break, Deus Ex, Mirror's Edge...

And even Rise of the Tomb Raider, despite NV sponsorship, the game's original code is DX12 (with Async Compute usage!), they had to port it to DX11 for the PC and removed DX12 in the release, despite having DX12 files in the Steam folder (because reasons...)!

In the DX11 era, many modern AAA games are very well threaded and performance is good on AMD's weak FX CPUs, unlike older titles where it's single thread. It's not a coincidence, when consoles have lots of weaker cores.

The reason why Rise of the Tomb Raider doesn't feature DX12 is because they weren't finished implementing it ...

Not because Nvidia paid them to rip it out ...

You need to know that DX12 on the Xbox One is NOT the same as DX12 on PC! Both have different compilers and different exposed feature sets!
 
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