Dragon Age: Inquisition

Our RPG of choice for 2015 is Dragon Age: Inquisition, the latest game in the Dragon Age series of ARPGs. Offering an expansive world that can easily challenge even the best of our video cards, Dragon Age also offers us an alternative take on EA/DICE’s Frostbite 3 engine, which powers this game along with Battlefield 4.

Dragon Age: Inquisition - 3840x2160 - Ultra Quality - 0x MSAA

Dragon Age: Inquisition - 3840x2160 - High Quality

Dragon Age: Inquisition - 2560x1440 - Ultra Quality - 0x MSAA

Similar to Battlefield 4, we have swapped out Mantle for DirectX here; the R9 Fury X didn’t suffer too much from Mantle, but it certainly was not in the card’s favor.

Perhaps it’s a Frostbite thing or maybe AMD just got unlucky here, but Dragon Age is the second-worst showing for the R9 Fury X. The card trails the GTX 980 Ti at all times, by anywhere between 13% and 18%. At this point AMD is straddling the line between the GTX 980 and GTX 980 Ti, and at 1440p they fall closer to the GTX 980.

Meanwhile I feel this is another good example of why single-GPU cards aren’t quite ready yet for no-compromises 4K gaming. Even without MSAA the R9 Fury X can’t break out of the 30s, we have to drop to High quality to do that. On the other hand going to 1440p immediately gets Ultra quality performance over 60fps.

Finally, the R9 Fury X’s performance gains over its predecessor are also among their lowest here. The Fiji based card picks up just 22% at 4K, and less at 1440p. Once again we are likely looking at a bottleneck closer to geometry or ROP performance, which leaves the shaders underutilized.

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  • chizow - Thursday, July 2, 2015 - link

    What about geometry Ryan? ROPs are often used interchangeably with Geometry/Set-up engine, there is definitely something going on with Fury X at lower resolutions, in instances where SP performance is no problem, it just can't draw/fill pixels fast enough and performs VERY similarly to previous gen or weaker cards (290X/390X and 980). TechReport actually has quite a few theoreticals that show this, where their pixel fill is way behind GM200 and much closer to Hawaii/GM204.
  • extide - Thursday, July 2, 2015 - link

    Yeah my bet is on Geometry. Check out the Synthetics page. It own the Pixel and Texel fillrate tests, but loses on the Tessellation test which has a large dependency on geometry. nVidia has also been historically very strong with geometry.
  • CajunArson - Thursday, July 2, 2015 - link

    Thanks for the review! While the conclusions aren't really any different than all the other reputable review sites on the Interwebs, you were very thorough and brought an interesting perspective to the table too. Better late than never!
  • NikosD - Thursday, July 2, 2015 - link

    You must use the latest nightly build of LAV filters, in order to be able to use the 4K H.264 DXVA decoder of AMD cards.
    All previous builds fall back to SW mode.
  • tynopik - Thursday, July 2, 2015 - link

    "today’s launch of the Fiji GPU"
  • andychow - Thursday, July 2, 2015 - link

    Best review ever. Worth the wait. Get sick more often!
  • tynopik - Thursday, July 2, 2015 - link

    pg 2 - compression taking palce
  • limitedaccess - Thursday, July 2, 2015 - link

    Ryan, regarding Mantle performance back in the R9 285 review (http://www.anandtech.com/show/8460/amd-radeon-r9-2... you wrote that AMD stated the issue with performance regression was that developers had not yet optimized for Tonga's newer architecture. While here you state that the performance regression is due to AMD having not optimized on the driver side. What is the actual case? What is the actual weighting given these three categories? -
    Hardware Driver
    API
    Software/Game

    What I'm wondering is if we make an assumption that upcoming low level APIs will have similar behavior as Mantle what will happen going forward as more GPU architectures are introduced and newer games are introduced? If the onus shifts especially heavily towards the software side it it seems more realistic in practice that developers will have much more narrower scope in which optimize for.

    I'm wondering if Anandtech could possibly look more indept into this issue as to how it pertains to the move towards low level APIs used in the future as it could have large implications in terms of the software/hardware support relationship going forward.
  • Ryan Smith - Thursday, July 2, 2015 - link

    "What is the actual case? What is the actual weighting given these three categories? -"

    Right now the ball appears to be solidly in AMD's court. They are taking responsibility for the poor performance of certain Mantle titles on R9 Fury X.

    As it stands I hesitate to read into this too much for DX12/Vulkan. Those are going to be finalized, widely supported APIs, unlike Mantle which has gone from production to retirement in the span of just over a year.
  • limitedaccess - Thursday, July 2, 2015 - link

    Thanks for the response. I guess we will see more for certain as time moves on.

    My concern is if lower level APIs require more architecture specific optimizations and the burden is shifted to developers in practice that will cause some rather "interesting" implications.

    Also what would be of interest is how much of reviewers test suites will still look at DX11 performance as a possible fallback should this become a possible issue.

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