Ashes of the Singularity uses Split Frame rendering not AFR.
If you are thinking that it doesn't scale well because of Civ being a title that did it, that was by design:
http://techreport.com/blog/27258/civ-beyond-earth-with-mantle-aims-to-end-multi-gpu-microstuttering
The devs talk about it here as well:
http://www.firaxis.com/?/S=813e3681...antle-multi-gpu-for-civilization-beyond-earth
Anyway, point is that with DX12 SFR can be very effective and we aren't limited to AFR.
You're talking about a horrendous looking game that seems to think that everything should be done in shaders, resulting in a blurry, globby mess.
Basically think a badly designed 1 month developed Unreal Engine 4 game that turned on all the badly implemented blur filters the Unreal 3 and 4 engines are famous for, but worse (graphically).
If you want a game that is actually designed around an engine that is physically based, instead of shader based, you're going to have a bad time trying to SFR your way out of a wet paper bag.
Can you hear my disappointment with Oxide? I was hoping that it would usher in a new age of RTS.
But it looks like it's the blurry mess that "Cinematic Rendering Shader" style got us into because consoles.
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