I just found this very interesting PDF while searching for info on Ubisoft's AnvilNext engine and DX12, so apologies if this has already been posted.
It has a list of several different engines and their DX12 implementations with regards to NVidia hardware. It also confirms some suspicions myself and others have had in regards to DX12 performance on NVidia; that matching the DX11 driver is very difficult to do manually through DX12 when it comes to certain aspects, especially memory management.
Though considering how optimized the NVidia DX11 driver is, I suppose sensible people wouldn't be surprised by that at all. This probably won't stop certain people from gloating about AMD's supposed superiority when it comes to DX12 performance though I'm sure.
One thing that popped out to me, is that certain folks (you know who you are) said that AMD's hardware ACEs which are theoretically capable of handling heavy asynchronous loads are handicapped by developers due to NVidia's weaker async implementation. But if you read the PDF, you might be surprised that The Division utilizes multi engine very heavily. In fact, the game uses three copy queues!
The PDF also heavily implies that the next Assassin's Creed game (scheduled to be released this year) will run on Ubisoft's AnvilNext engine, and will use DX12. I've been wondering why Ubisoft hasn't ported their biggest engine to DX12 yet, but I guess they have been busy for quite some time doing exactly that.
And this might be perhaps the very first game to support the DX12 binding model.
Member callouts are not allowed. Also, this thread wreaks of trolling.
Markfw
Locking this to stop the war....
It has a list of several different engines and their DX12 implementations with regards to NVidia hardware. It also confirms some suspicions myself and others have had in regards to DX12 performance on NVidia; that matching the DX11 driver is very difficult to do manually through DX12 when it comes to certain aspects, especially memory management.
Though considering how optimized the NVidia DX11 driver is, I suppose sensible people wouldn't be surprised by that at all. This probably won't stop certain people from gloating about AMD's supposed superiority when it comes to DX12 performance though I'm sure.
One thing that popped out to me, is that certain folks (you know who you are) said that AMD's hardware ACEs which are theoretically capable of handling heavy asynchronous loads are handicapped by developers due to NVidia's weaker async implementation. But if you read the PDF, you might be surprised that The Division utilizes multi engine very heavily. In fact, the game uses three copy queues!
The PDF also heavily implies that the next Assassin's Creed game (scheduled to be released this year) will run on Ubisoft's AnvilNext engine, and will use DX12. I've been wondering why Ubisoft hasn't ported their biggest engine to DX12 yet, but I guess they have been busy for quite some time doing exactly that.
And this might be perhaps the very first game to support the DX12 binding model.
Member callouts are not allowed. Also, this thread wreaks of trolling.
Markfw
Locking this to stop the war....
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