Closing Thoughts

Wrapping up our second look at Ashes of the Singularity and third overall look at Oxide’s Nitrous engines, it’s interesting to see where things have changed and where they have stayed the same.

Thanks to the general performance optimizations made since our initial look at Ashes, the situation for multi-GPU via DirectX 12 explicit multi-adapter is both very different and very similar. On an absolute basis it’s now a lot harder to max out a multi-GPU configuration; with reasonable quality settings we’re CPU limited even up to 4K, requiring we further increase the rendering quality. This more than anything else handily illustrates just how much performance has improved since the last beta. On the other hand it’s still the most unusual pairing – a Radeon R9 Fury X with a GeForce GTX 980 Ti – that delivers the best multi-GPU performance, which just goes to show what RTG and NVIDIA can accomplish working together.

As for the single GPU configurations, I’m not sure things as they currently stand could be any more different. NVIDIA cards have very good baseline DX11 performance in Ashes of the Singularity, but they mostly gain nothing from Ashes’ DX12 rendering path. RTG cards on the other hand have poorer DX11 performance, but they gain a significant amount of performance from the DX12 rendering path. In fact they gain so much performance that against traditional competitive lineups (e.g. Fury X vs. 980 Ti), the RTG cards are well in the lead, which isn’t usually the case elsewhere.

Going hand-in-hand with DX12, RTG’s cards are the only products to consistently benefit from Ashes’ improved asynchronous shading implementation. Whereas our NVIDIA cards see a very slight regression (with NVIDIA telling us that async shading is not currently enabled in their drivers), the Radeons improve in performance, especially the top-tier Fury X. This by itself isn’t wholly surprising given some of our theories about Fury X’s strengths and weaknesses, but for Ashes of the Singularity performance it further compounds on the other DX12 performance gains for RTG.

Ultimately Ashes gives us a very interesting look at the state of DirectX 12 performance for both RTG and NVIDIA cards, though no more and no less. As we stated at the start of this article this is beta software and performance is subject to change – not to mention the overall sample size of one game – but it is a start. For RTG this certainly lends support to their promotion of and expectations for DirectX 12, and it should be interesting to see how things shape up in March and beyond once the gold version of Ashes is released, and past that even more DirectX 12 games.

The Performance Impact of Asynchronous Shading
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  • dustwalker13 - Thursday, February 25, 2016 - link

    or ... not to put to fine a point on it, nvidias program and strategy to optimize games for their cards (aka in some instances actively sabotaging the competitions performance through using specialized operations that run great on nvidias hardware but very poorly on others) has lead to a near perfect usage of DX11 for them while amd was struggling along.

    on ashes, where there is no such interference, amd seems to be able to utilize the strong points of its architecture (it seems to be better suited for DX12) while nvidia has had no chance to "optimize" the competition out of the top spot ... too bad spaceships do not have hair ... ;P
  • prtskg - Thursday, February 25, 2016 - link

    Lol! spaceships don't have hair. I'd have upvoted your comment if there was such an option.
  • HalloweenJack - Thursday, February 25, 2016 - link

    Waiting for Nvidia to `fix` async - just as they promised DX12 drivers for Fermi 4 months ago.....
  • Harry Lloyd - Thursday, February 25, 2016 - link

    Well, AMD has had bad DX11 performance for years, they clearly focused their architecture on Mantle/DX12, because they knew they would be producing GPUs for consoles. That will finally pay off this year.
    NVIDIA focused on DX11, having a big advantage for four years, and now they have to catch up, if not with Pascal, then with Volta next year.
  • doggface - Thursday, February 25, 2016 - link

    Personally as the owner of an nVidia card, I have to say Bravo AMD. That's some impressive gains and I look forward to the coming D12 GPU wars from which we will all benefit.
  • minijedimaster - Thursday, February 25, 2016 - link

    Exactly. Also as a current Nvidia card owner, I don't feel the need to rush to a Windows 10 upgrade. Seems I have several months or more before I'll be looking into it. In the mean time DX11 will do just fine for me.
  • mayankleoboy1 - Thursday, February 25, 2016 - link

    AMD released 16.2 Crimson Edition drivers with more performance for AotS.
    Will you be re-benchmarking the game?

    Link: http://support.amd.com/en-us/kb-articles/Pages/AMD...
  • albert89 - Thursday, February 25, 2016 - link

    The reason why Nvidia is losing ground to AMD is because their GPU's are predominantly serial or DX11 while AMD as it is turning out is parallel (DX12) and has been for a number of years. And not only that, but are on their 3rd Gen of parallel architecture.
  • watzupken - Thursday, February 25, 2016 - link

    Not sure if its possible to retest this with a Tonga card with 4GB Vram, i.e. R9 380x or 380? Just a little curious why it seems to be lagging behind quite a fair bit.

    Anyway, its good to see the investment in DX 12 paying off for AMD. At least owners of older AMD cards can get a performance boost when DX 12 become more popular this year and the next. Not too sure about Nvidia cards, but they seem to be very focused on optimizing for DX 11 with their current gen cards and certainly seems to be doing the right thing for themselves since they are still doing very well.
  • silverblue - Friday, February 26, 2016 - link

    Tonga has more ACEs than Tahiti, so this could be one of those circumstances, given more memory, of Tonga actually beating out the 7970/280X. However, according to AT's own article on the subject - http://www.anandtech.com/show/9124/amd-dives-deep-... - AMD admits the extra ACEs are likely overkill, though to be fair, I think with DX12 and VR, we're about to find out.

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