This looks the same for borderlands 1/2, batman and any other TWIMTBP title. Some call it concrete tessellation performance advantage
Lol. I had to look if yoj could actually say that in english but you can.
This looks the same for borderlands 1/2, batman and any other TWIMTBP title. Some call it concrete tessellation performance advantage
So much money and years of development for so little effect on typically very stong 6c cpu. Perfectly illustrates the need for a new low level api. The oxide engine will show that and to a shocking degree.
You should have bothered to check before saying anything. The review I linked to used later drivers than the TPU review:
TPU review 331.82 and Catalyst 13.11 Beta 9.4
PClab.pl review 331.93 beta and Catalyst 13.11 beta 9.5
Anyway, I have no evidence that AC IV uses DCL, it's just that I think it's likely, as AC III used it.
I think the fact that AMD doesn't support it has more to do with it than anything. Plus, as others have mentioned, it took a long time before NVidia was able to actually implement it in their drivers, as it's apparently a very difficult thing to do properly.
As a matter of fact, they are still refining it.
But unlike Mantle, which is vendor specific, DCL is part of the DX11 specification. AMD has been unable to properly implement it since DX11 came out years ago, whether due to lack of resources or sheer incompetence is anyone's guess..
Anyway, it will come back to haunt them when Project CARS, the biggest next gen multiplatform racing game, is building their DX11 renderer around deferred context rendering which will result in much better performance on NVidia hardware.
FYI Project CARS is a game for diehard racing simulation fans. I don't think it's going to be popular at all.
I dont know if anyone have Rust here, but that will be a good game to try, as Rust is done on Unity, Unity has support for MT rendering on OpenGL, and im not 100% sure but i think it does as well on DX11, Rust is a game that you can run on DX9, DX11 and OpenGL, you just need to launch with with proper arguments.
http://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html
I'm not talking about DCL.
See this:
Dated from December 4. Not favors any architecture.
That's why i don't like PClab tests.
I no need to go intro details and going intro more draw call limited areas, i can see with my own eyes that DX11 is firing up 3 cores on there(Core 0 is probably loaded with trash and OS), while OpenGL and DX9 only 1... And this is UNITY ENGINE guys, UNITY!
Because you want to draw the objects
You sure ain't doing something wrong? That's a massive CPU usage increase over DX9 for exactly zero perf increase.
You're just making the point of Mantle stronger. As someone else said already DX is so messed up that not only GPU makers want to make a new API, even game developers are willing to use it.
Right, almost 50% is "minimal." But when Mantle claims 45% improvement it's all of a sudden spectacular!I'd bet for giving up after seeing the minimal improvements in CiV5, AC3 and the likes. Why throw money into that sink?
You're way behind the times there dude. Mantle aside, after multiple patch and driver updates, BF4 does not work better on AMD hardware. It actually runs faster on NVidia, especially in multiplayer where the CPU plays a bigger role in performance.There are already plenty of games working way better with Nvidia hardware and that doesn't mean jack. In fact if that would mean anything BF4 is a way bigger title and already works better with AMD hardware. FYI.
You can think what you like, but Project CARS has tons of youtube channels devoted to it. Also, it's the biggest multiplatform racing game for next gen, that alone will make it a success.Project CARS is a game for diehard racing simulation fans. I don't think it's going to be popular at all
You sure ain't doing something wrong? That's a massive CPU usage increase over DX9 for exactly zero perf increase.
Despite multiple people on this thread saying that it only uses 1 or two cores.
I dont know if anyone have Rust here, but that will be a good game to try, as Rust is done on Unity, Unity has support for MT rendering on OpenGL, and im not 100% sure but i think it does as well on DX11, Rust is a game that you can run on DX9, DX11 and OpenGL, you just need to launch with with proper arguments.
http://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html
As dots? Shouldn't be hard, considering they all look identical. And motion blur at that distance is pointless.
Despite multiple people on this thread saying that it only uses 1 or two cores.
And a bad one at that. :/ As a backer, I'm very disappointed with how it handles. Looks gorgeous, but their physics just feel off.
The actual average CPU usage this benchmark is current showing under D3D is only showing a couple of cores of usage, as low as 1 core in the worst areas. Based on what Oxide has said in the past this is due to DX not being able to support the very high (30k+) draw calls and the result is that the engine itself has nothing to do while the single thread for D3D is left processing the draw calls and slows the whole thing down. I do see up to 4 threads at times but the benchmark spends most of its time around 1 to 2 cores of usage overall.
Presumably when people test this with Mantle it will show higher utilisation as the engine and game wont be held up by the low fps caused by DX draw call limits and the result will be a much faster and higher utilised machine, both CPU and GPU along with higher FPS.
I just checked with gpu-z and gpu load is at 100% on DX9 and DX11, no way fps are going to get any better than that.
What GPU are you using that's choking on that simple scene?
The program doesn't know they will be dots, it has to do work on the objects to know what will be needed, what will be shown what will not. It isn't magic. Unless you want to cull objects that are far away you will end up doing matrix math on the vertices to get the objects to the screen.
So what's preventing Oxide from doing a proper DX11 implementation? Apparently DX11 CL isn't broken enough to prevent BF4 from using it and improving CPU performance massively.
That benchmark is out just for "hey i can run 500% faster in mantle", who cares of the final results or if its done properly on DX11...
Except BF4 isn't using it. Just like the vast majority of other DX11 games.
What I find funny is so many here seem to think they know more about what can be done with DX11 than the developers themselves.