computerbaseAshes of the Singularity Beta1 DirectX 12 Benchmarks

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Mercennarius

Senior member
Oct 28, 2015
466
84
91
Could you do test in ashes with 1080p, low details and see what you get.

I get 98fps , with cpu performance of 102 fps. So heavily cpu bound.

I7-3770k @4.2GHz, Fury X @ 1100/545MHz

Send me a screen shot of your graphic settings so I can mirror them in my test.
 

Mercennarius

Senior member
Oct 28, 2015
466
84
91
Just low preset. Everything are as low as possible.

Just ran a couple back to back tests and i'm only getting 65FPS Average with 85FPS for the CPU. Stock Sapphire 390X(1080/1500) and stock X5690s(3.46Ghz). This is with the latest 16.3 Drivers and todays .93 AOTS update.
 

IllogicalGlory

Senior member
Mar 8, 2013
934
346
136
CPU utilization is equally impressive during gameplay. Testing on 720p low, I measured 90% CPU usage on my i7 with all cores being almost equally loaded. I have no doubt that it could have gone higher if there were more units.
 

prtskg

Senior member
Oct 26, 2015
261
94
101
My 290s in CF look a lot better.()
Look better? Because of more fps or image quality difference?

One thing I was curious about was Async being used for the lights from projectiles and other particles. I thought we could already do something like this efficiently with deferred shading for quite some time now?
Oxide said that while dx11 allows 10 lights at a time, dx12 can do 100. The term it used was different. I don't remember it anymore. Also couldn't find the article.

Quick screenshot of my CPU load under AOTS benchmark:




Looks like up to 18 threads are being used in the game.
18!
My respect for Oxide grows more and more.
 
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tential

Diamond Member
May 13, 2008
7,355
642
121
Sorry this game sucks I don't care how it runs or how cool it is. Amd sponsorship so it sucks!
It looks cool though. I'm excited for big rts I forgot about them after the loss of Warcraft 4. Me and blizzard are forever uncool after that.
 

Zodiark1593

Platinum Member
Oct 21, 2012
2,230
4
81
Oxide said that while dx11 allows 10 lights at a time, dx12 can do 100. The term it used was different. I don't remember it anymore. Also couldn't find the article.
Deferred Shading techniques definitely allow for more than 10 lights, I can confirm that myself in Unity and UE4, however, the downsides of using it may not be favorable as you lose, for example, MSAA. If I remember correctly, memory bandwidth becomes a bottleneck too with Deferred Shading, and the compute units may not be fully utilized as a result.
 
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Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
It wasn't that you were limited, but functionally limited in that it would kill frame rates and cause other performance related issues, so you wanted to limit it because of that.
 
Feb 19, 2009
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https://www.youtube.com/watch?v=xoHxtrqdw6w

25,000 unique units all at once, no slowdown with single 980 and 4 core intel cpu (not specified)

Game looks pretty cool, the performance looks amazing. Hope other studios follow suit!

Indeed, it's why I have respect for Oxide because they are actually good at what they do and optimize their games. Civ 5/BE ran very well on all hardware and Ashes just continues the trend.

Their DX12 implementation is the best so far with both sides getting nice performance gains, with the option to toggle async compute off for NV GPUs so they too can get nice gains with DX12. It's a win-win and should be celebrated by gamers.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
Indeed, it's why I have respect for Oxide because they are actually good at what they do and optimize their games. Civ 5/BE ran very well on all hardware and Ashes just continues the trend.

Their DX12 implementation is the best so far with both sides getting nice performance gains, with the option to toggle async compute off for NV GPUs so they too can get nice gains with DX12. It's a win-win and should be celebrated by gamers.

Shame their DX12 doesn't work on all IHVs yet. But again, with only 20000 users its not exactly a seller. So it doesn't matter.
 

Pottuvoi

Senior member
Apr 16, 2012
416
2
81
Deferred Shading techniques definitely allow for more than 10 lights, I can confirm that myself in Unity and UE4, however, the downsides of using it may not be favorable as you lose, for example, MSAA. If I remember correctly, memory bandwidth becomes a bottleneck too with Deferred Shading, and the compute units may not be fully utilized as a result.
You can easily have thousands of lights with modern deferred/forward+ pipelines.
The cost isn't really on how many lights you have, but how many pixels those lights affect. (Even on screen >1000 lights on the sky not hitting any surface are really cheap, as they are culled before light accumulation pass.)
http://www.cse.chalmers.se/~uffe/clustered_shading_preprint.pdf

Shadows are quite expensive on all methods.

AotS doesn't use classic forward or deferred renderer, it's texture/object space renderer.
“Object Space Rendering in DirectX 12” – Dan Baker (Oxide Games)

One can expect more developers to look into texture based methods, also variants with virtual texturing.
 
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showb1z

Senior member
Dec 30, 2010
462
53
91
But again, with only 20000 users its not exactly a seller. So it doesn't matter.

Let's ignore that this game is in early access.

But for future reference, what's the number of sales you need to achieve to be considered relevant?
 
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