Tomb Raider 2016 AMD Fury "fix"

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garagisti

Senior member
Aug 7, 2007
592
7
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I don't even think DX12/Vulkan is going to help. Most of these devs have their hands tied by publishers bean counting. Too many games with huge interest in the states get fubbar'd by publishers nickle and diming the port teams.

And this is just porting from one Language to another, once you change platforms good luck! Games should start on PC and get ported to consoles where the subpar performance is easier to hide. Again, why was Tomb Raider 2015 designed with the Xbone as lead console? Because of a publishing deal. That platform doesn't even have the buying/selling power of it's predecessor.
If only common sense was as common.
 

darckhart

Senior member
Jul 6, 2004
517
2
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Haha stupid fix... though not surprising that sometimes one can't properly fix things if one doesn't get to see the actual code...
 

Headfoot

Diamond Member
Feb 28, 2008
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That's impossible. We were led to believe consoles having off the shelf PC parts were going to stop the bad ports meme!

The problems start when you got publishers making deals. Game was borked from the start using Xbone as the lead platform. They probably had to do some magic memory management that didn't translate to well to a standard memory system found in the PS4/PC.

Yes because making something easier is exactly the same thing as something requiring no effort at all
 

railven

Diamond Member
Mar 25, 2010
6,604
561
126
Yes because making something easier is exactly the same thing as something requiring no effort at all

Mental note: add /s when regurgitating the "PC hardware in consoles will make for better ports" meme.
 

xthetenth

Golden Member
Oct 14, 2014
1,800
529
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Mental note: add /s when regurgitating the "PC hardware in consoles will make for better ports" meme.

The response was responding as if it were sarcastic, and is right. I think a lot of ports becoming better threaded is attributable to shifting away from super goofy architectures for example.
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
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I must have been mistaken when I saw all of those recent games scaling to 6 cores or more, when we literally had only one do so before the new consoles (Crysis 3)
 

TheELF

Diamond Member
Dec 22, 2012
3,993
744
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I must have been mistaken when I saw all of those recent games scaling to 6 cores or more, when we literally had only one do so before the new consoles (Crysis 3)

Crysis much like any other "new gen" game only scales to ~6 cores for graphics ,which is why it runs so incredibly bad in the "welcome to the jungle" level,
look anywhere something is going on and you get low FPS because CPU intense and only two cores
look anywhere nothing is going on and you get high FPS cause only graphics....

CryEngine 3 example

Anyone played ryse? Locked camera game in 2015! ....cause that's the only way to distribute graphics load evenly among cores throughout the whole game,that's the future of gaming you wish for when you want Dx12 multithreaded games....
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
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Crysis 3 came out in 2013, one of the first games to scale to 6+. Crysis 1 back in the day was one of the first to meaningfully scale to 4.

What an awful strawman, you post Ryse and say games are going to be like that? What are you talking about? How is a (planned but eventually ported) xbox one exclusive console game even remotely relevant, when there are numerous examples of Cry3 that dont have fixed cameras? Take your strawmen and put them in a field where no one has to look at them but the crows. You are arguing from false assumptions and arguing against a point no one made.
 
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TheELF

Diamond Member
Dec 22, 2012
3,993
744
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Using multithreaded rendering gives you wild fluctuations of FPS unless you make certain that the render load will always be the same,make of it what you will.
If you know of numerous examples of Cry3 that don't have fixed cameras and use multithreaded rendering without having crazy FPS swings then please do share.
 

Hitman928

Diamond Member
Apr 15, 2012
5,622
8,847
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Using multithreaded rendering gives you wild fluctuations of FPS unless you make certain that the render load will always be the same,make of it what you will.
If you know of numerous examples of Cry3 that don't have fixed caymeras and use multithreaded rendering without having crazy FPS swings then please do share.

What about bf4 and dragon age under mantle? Multithreaded rendering with extremely stable frame rates?
 

Headfoot

Diamond Member
Feb 28, 2008
4,444
641
126
Using multithreaded rendering gives you wild fluctuations of FPS unless you make certain that the render load will always be the same,make of it what you will.
If you know of numerous examples of Cry3 that don't have fixed cameras and use multithreaded rendering without having crazy FPS swings then please do share.

uhhh... how about CRYSIS 3? The one I was already talking about which you decided to "Prove me wrong" on by citing RYSE? And dont give me some garbage about "durr it has crazy FPS swings." Yeah. More variable FPS happens on PC because its not a fixed hardware platform. If you care that much, go buy a FreeSync/Gsync monitor. It's a non issue. Also, every single FPS on Cryengine 3? Are you REALLY claiming all Cryengine 3 games are fixed camera. Because that's ludicrous, and laughable.

https://en.wikipedia.org/wiki/List_of_CryEngine_games

You're literally just making stuff up and none of your points are supported by evidence. This conversation is over.
 
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TheELF

Diamond Member
Dec 22, 2012
3,993
744
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What about bf4 and dragon age under mantle? Multithreaded rendering with extremely stable frame rates?
Sure,as long as it does no difference in how many FPS it produces multithreaded rendering is a good thing,but everybody seems to think that it will provide crazy FPS advantages...
http://gamegpu.com/rpg/rollevye/dragon-age-inkvizitsiya-test-gpu.html

http://gamegpu.com/images/remote/ht...ion-test-DragonAgeInquisition_proz_mantle.jpg

FX 4-6-8 cores and i3 all very close together...
 
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airfathaaaaa

Senior member
Feb 12, 2016
692
12
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i wonder if this has anything to do with the game being a dx12 at some point and then got back to dx11? rushed out
 
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