Deus EX: Mankind Dividied system specs revealed

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raghu78

Diamond Member
Aug 23, 2012
4,093
1,475
136
Same results as Computerbase in gameplay. AMD is suffering more stutters and hitching on DX12 compare to Nvidia. At least nixxes please do some QA test before releasing DX12 or do not release it.

http://techreport.com/review/30639/...x-12-performance-in-deus-ex-mankind-divided/3

Nvidia providing a better gameplay experience in DX12 in a Gaming Evolved title. who would have thought. Well AMD has work to get their frametimes on par with Nvidia. The developer Nixxes also ought to improve overall stability and DX12 performance.
 

raghu78

Diamond Member
Aug 23, 2012
4,093
1,475
136
What a joke, why did they even release this DX12 codepath in the first place?

I agree. even if this is a preview the developer was better off just not releasing this patch and waiting till the dx12 path was robust and provided atleast the same experience and perf as the DX11 codepath if not better.
 
Mar 10, 2006
11,715
2,012
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I agree. even if this is a preview the developer was better off just not releasing this patch and waiting till the dx12 path was robust and provided atleast the same experience and perf as the DX11 codepath if not better.

Or they could just not bother with the DX12 path. If DX11 works better and the devs can't really deliver a better experience with DX12, they need to let it go. Go DX12 in the next game if it's that important.
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
It is still pre-beta. They are asking for feedback so they can tune it.
 

Red Hawk

Diamond Member
Jan 1, 2011
3,266
169
106
Or they could just not bother with the DX12 path. If DX11 works better and the devs can't really deliver a better experience with DX12, they need to let it go. Go DX12 in the next game if it's that important.

And what would be the point of that? Putting off the growing pains of DX12 for the next game rather than learning how to use DX12 now? Reminds me of something the Doom programmers said in an interview with Eurogamer/Digital Foundry:

Digital Foundry: What are your thoughts on adopting Vulkan/DX12 as primary APIs for triple-A game development? Is it still too early?

Axel Gneiting: I would advise anybody to start as soon as possible. There is definitely a learning curve, but the benefits are obvious. Vulkan actually has pretty decent tools support with RenderDoc already and the debugging layers are really useful by now. The big benefit of Vulkan is that shader compiler, debug layers and RenderDoc are all open source. Additionally, it has full support for Windows 7, so there is no downside in OS support either compared to DX12.

Tiago Sousa: From a different perspective, I think it will be interesting to see the result of a game entirely taking advantage by design of any of the new APIs - since no game has yet. I'm expecting to see a relatively big jump in the amount of geometry detail on-screen with things like dynamic shadows. One other aspect that is overlooked is that the lower CPU overhead will allow art teams to work more efficiently - I'm predicting a welcome productivity boost on that side.
 

Unreal123

Senior member
Jul 27, 2016
223
71
101
I seriously did not understand why Nixxes even try to release DX12 port at this state? What is the purpose of this port if people cannot bare 1 min into the game and the game using 14GB.
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
And what would be the point of that? Putting off the growing pains of DX12 for the next game rather than learning how to use DX12 now? Reminds me of something the Doom programmers said in an interview with Eurogamer/Digital Foundry:

Digital Foundry: What are your thoughts on adopting Vulkan/DX12 as primary APIs for triple-A game development? Is it still too early?

Axel Gneiting: I would advise anybody to start as soon as possible. There is definitely a learning curve, but the benefits are obvious. Vulkan actually has pretty decent tools support with RenderDoc already and the debugging layers are really useful by now. The big benefit of Vulkan is that shader compiler, debug layers and RenderDoc are all open source. Additionally, it has full support for Windows 7, so there is no downside in OS support either compared to DX12.

Tiago Sousa: From a different perspective, I think it will be interesting to see the result of a game entirely taking advantage by design of any of the new APIs - since no game has yet. I'm expecting to see a relatively big jump in the amount of geometry detail on-screen with things like dynamic shadows. One other aspect that is overlooked is that the lower CPU overhead will allow art teams to work more efficiently - I'm predicting a welcome productivity boost on that side.

another thing against the whole dx12 is too much work position. Its main problem is the existence of an older api

I seriously did not understand why Nixxes even try to release DX12 port at this state? What is the purpose of this port if people cannot bare 1 min into the game and the game using 14GB.

experience, improving their engine and testing those improvements. etc. dx12 is the future, they are getting a solid grounding in it.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
I seriously did not understand why Nixxes even try to release DX12 port at this state? What is the purpose of this port if people cannot bare 1 min into the game and the game using 14GB.

People have been using the DX12 version without issue as well.

Not to mention you have to specifically opt into the beta version of the game in steam, as well as optionally then enable DX12 in settings. Its not like they are forcing you to run the DX12 version.

Obviously Nixxus isn't used to do DX12 yet as they've struggled with both ROTTR and DEMD but they finally got ROTTR functional so I'd expect to see them improve on DEMD a lot as well.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
When you had speedstep enabled, what was the CPU% set to in the power profile? I used to have it at 5%. Sometimes windows sets it differently. Maybe a number in between that and 100% would give a greater variety of frequencies.

Yeah, mine is set to 5%. It's no biggie really. If I need the extra power, I just put it to performance, but I change it back to balanced afterwards. If you leave it in performance mode, the CPU is nearly always at full speed which is unnecessary.

Had a run through the streets and found that it did have ever so slight judders every now and then. Mostly near crossroads. Disabling CHS made everything really smooth.

You had CHS enabled?! What is wrong with you?!
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
It's no different than HFTS in The Division

Huge performance hit for more "correct" shadows. I personally like darker / defined shadows even if they are "wrong".

I don't think either are worth it, but at least AMD's version is cross-vendor and also open source. Its also less of a performance hit (20% vs 25%+) than HFTS.

While I agree with the general gist of what you're saying, I have to say, HFTS is miles better than CHS, as well as PCSS. HFTS is by far the most advanced shadow technique available in games today in terms of accuracy and coverage.

It's a shame that it costs a ton of performance, but it looks amazing.
 

Azix

Golden Member
Apr 18, 2014
1,438
67
91
While I agree with the general gist of what you're saying, I have to say, HFTS is miles better than CHS, as well as PCSS. HFTS is by far the most advanced shadow technique available in games today in terms of accuracy and coverage.

It's a shame that it costs a ton of performance, but it looks amazing.

subjective. its hit miss for all of them I think. PCSS might be the worst due to too much detail loss but the rest, even regular shadows end up hit/miss. I don't know if all this is worth it. The best is clean edges on soft shadows. All the fancy fading at distance stuff like in CHS likely goes unnoticed. We don't really pay attention to shadows IRL.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
HFTS is by far the most advanced shadow technique available in games today in terms of accuracy and coverage.

Source?

https://youtu.be/WNi-3E3fmoY

High looks much better even if they aren't "accurate". You can at least see them. HFTS is just a faded blur starting in the 2nd set of comparisons. Not worth 30%+ less performance to not even see shadows :\



Barrier should be easily visible. The "high" shadows are actual shadows, the HFTS and newer methods while trying to be more "accurate", are way too overdone and provide too little actual shadow.
 

dogen1

Senior member
Oct 14, 2014
739
40
91
Source?

https://youtu.be/WNi-3E3fmoY

High looks much better even if they aren't "accurate". You can at least see them. HFTS is just a faded blur starting in the 2nd set of comparisons. Not worth 30%+ less performance to not even see shadows :\



Barrier should be easily visible. The "high" shadows are actual shadows, the HFTS and newer methods while trying to be more "accurate", are way too overdone and provide too little actual shadow.

Hard to compare it to every game that doesn't mention how shadows are done, but HFTS is pretty high tech. Pretty much eliminates the problem of shadow map resolution. Any excess blur is down to configuration.

https://developer.nvidia.com/hybrid-frustum-traced-shadows-0

Since consoles can't do fast conservative rasterization, I doubt any other games are doing anything similar.
 
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Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
New patch, which has some DX12 fixes and optimizations:

The following fixes are in this patch:
  • Fixed a DirectX 12 crash at start-up.
  • Reduced DirectX 12 CPU usage for better performance.
  • Slightly reduced system memory usage.
I think that after this second patch, the DX12 performance is now better than DX11. The full DX12 patch should be live within a few days I think, so hopefully it will be even better!
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
The worst thing about the DX12 patch is that it quadruples loading times. But this could be due to loading more assets in RAM and VRAM. It seems DX12 greatly amplifies the usage of memory, which is good because DX12 definitely does seem to be smoother than DX11 now.
 

SPBHM

Diamond Member
Sep 12, 2012
5,058
410
126
https://www.computerbase.de/2016-09/deus-ex-patch-dx12/

DX11 performance boosts for AMD:

480 -> 54 -> 79 fps @ 720p, 52 -> 57 @ 1080p.

very interesting, that's a huge gain, it places in on par with the 1060 at 720P, previously it was far behind at 720P but already close at higher res (lower framerate GPU limited), so it looks like some overhead with driver and CPU usage was improved, I wonder how much if any of this is the new driver being discussed on other thread, or just the patch for the game,
 

Dygaza

Member
Oct 16, 2015
176
34
101
I wonder did they used DX11 results from pre-patch , done with older drivers. Or did they also reran them with 16.9.1 drivers. They did reduce overhead that is causing problems on AMD drivers in many games, Deus Ex included.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
very interesting, that's a huge gain, it places in on par with the 1060 at 720P, previously it was far behind at 720P but already close at higher res (lower framerate GPU limited), so it looks like some overhead with driver and CPU usage was improved, I wonder how much if any of this is the new driver being discussed on other thread, or just the patch for the game,
I wonder did they used DX11 results from pre-patch , done with older drivers. Or did they also reran them with 16.9.1 drivers. They did reduce overhead that is causing problems on AMD drivers in many games, Deus Ex included.
Their original test used the 16.9.1 drivers:

https://www.computerbase.de/2016-09...hmark/#abschnitt_testsystem_und_einstellungen

So its game update.
 
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