Ashes of the Singularity

Sorely missing from our benchmark suite for quite some time have been RTSes, which don’t enjoy quite the popularity they once did. As a result Ashes holds a special place in our hearts, and that’s before we talk about the technical aspects. Based on developer Oxide Games’ Nitrous Engine, Ashes has been designed from the ground up for low-level APIs like DirectX 12. As a result of all of the games in our benchmark suite, this is the game making the best use of DirectX 12’s various features, from asynchronous compute to multi-threadeded work submission and high batch counts. What we see can’t be extrapolated to all DirectX 12 games, but it gives us a very interesting look at what we might expect in the future.

Ashes of the Singularity - 3840x2160 - Extreme Quality (DX12)

Ashes of the Singularity - 2560x1440 - Extreme Quality (DX12)

Of all of the games in our benchmark suite, Ashes is perhaps the most unusual. Besides being built for low-level APIs like DirectX 12 from the start, its rendering optimizations scale very well with resolution. As a result it takes a lot of rendering power to play Ashes with all the bells & whistles turned on, but once you can reach that point, going to 4K isn’t too much harder.

In any case, the GTX 1080 Ti becomes the first card to crack 60fps at 4K in this game. In doing so it’s 27% faster than the GTX 1080, and 71% faster than the GTX 980 Ti. Performance has actually reached a point that if we drop to 1440p, we start being CPU-limited a not-insignificant percentage of the time. So the GTX 1080 Ti outright needs 4K to really put its best foot forward.

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  • close - Monday, March 13, 2017 - link

    I was talking about optimizing Nvidia's libraries. When you're using an SDK to develop a game you'er relying a lot on that SDK. And if that's exclusively optimized for one GPU/driver combination you're not going to develop an alternate engine that's also optimized for a completely different GPU/driver. And there's a limit to how much you can optimize for AMD when you're building a game using Nvidia SDK.

    Yes, the developer could go ahead and ignore any SDK out there (AMD or Nvidia) just so they're not lazy but that would only bring worse results equally spread across all types of GPUs, and longer development times (with the associated higher costs).

    You have the documentation here:
    https://docs.nvidia.com/gameworks/content/gamework...

    AMD offers the same services technically but why would developers go for it? They're optimizing their game for just 25% of the market. Only now is AMD starting to push with the Bethesda partnership.

    So to summarize:
    -You cannot touch Nvidia's *libraries and code* to optimize them for AMD
    -You are allowed to optimize your game for AMD without losing any kind of support from Nvidia but when you're basing it on Nvidia's SDK there's only so much you can do
    -AMD doesn't really support developers much with this since optimizing a game based on Nvidia's SDK seems to be too much effort even for them, and AMD would rather have developers using the AMD libraries but...
    -Developers don't really want to put in triple the effort to optimize for AMD also when they have only 20% market share compared to Nvidia's 80% (discrete GPUs)
    -None of this is illegal, it's "just business" and the incentive for developers is already there: Nvidia has the better cards so people go for them, it's logical that developers will follow
  • eddman - Monday, March 13, 2017 - link

    Again, most of those gameworks effects are CPU only. It does NOT matter at all what GPU you have.

    As for GPU-bound gameworks, they are limited to just a few in-game effects that can be DISABLED in the options menu.

    The main code of the game is not gameworks related and the developer can optimize it for AMD. Is it clear now?

    Sure, it sucks that GPU-bound gameworks effects cannot be optimized for AMD and I don't like it either, but they are limited to only a few cosmetic effects that do not have any effect on the main game.
  • eddman - Monday, March 13, 2017 - link

    Not to mention that a lot of gameworks game do not use any GPU-bound effects at all. Only CPU.
  • eddman - Monday, March 13, 2017 - link

    Just one example: http://www.geforce.com/whats-new/articles/war-thun...

    Look for the word "CPU" in the article.
  • Meteor2 - Tuesday, March 14, 2017 - link

    Get a room you two!
  • MrSpadge - Thursday, March 9, 2017 - link

    AMD demonstrated they "cache thing" (which seems to be tile based rendering, as in Maxwell and Pascal) to result in a 50% performance increase. So 20% IPC might be far too conservative. I wouldn't bet on a 50% clock speed increase, though. nVidia designed Pascal for high clocks, it's not just the process. AMD seems to intend the same, but can they get it similarly well? If so I'm inclined to ask "why did it take you so long"?
  • FalcomPSX - Thursday, March 9, 2017 - link

    I look forward to vega and seeing how much performance it brings, and i really hope it does end up giving performance around a 1080 level for typically lower and more reasonable AMD pricing, but honestly, i expect it to probably come close to but not quite match a 1070 in dx11, surpass it in dx12, and at a much lower price.
  • Midwayman - Thursday, March 9, 2017 - link

    Even if its just 2 polaris chips of performance you're past 1070 level. I think conservative is 1080 @ $400-450. Not that there won't be a cut down part at 1070 level, but I'd be really surprised if that is the full die version.
  • Meteor2 - Tuesday, March 14, 2017 - link

    I think that sometimes Volta is over-looked. Whatever Vega brings, I feel Volta is going to top it.

    AMD is catching up with Intel and Nvidia, but outside of mainstream GPUs and HEDT CPUs, they've not done it yet.
  • Meteor2 - Tuesday, March 14, 2017 - link

    Mind you Volta is only coming to Tesla this year, and not consumer until next year. Do AMD should have a competitive full stack for a year. Good times!

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