Yesterday after an all-day session of benchmarking on Wednesday, we published our initial performance results for Civilization: Beyond Earth. As can often be the case with limited testing, we ran into a problem and were unable to find a solution at the time. In short, while there was a lot of talk about how developers Firaxis had spent some effort to improve latency using a custom Split-Frame Rendering (SFR) approach with Mantle on CrossFire configurations, we were unable to produce anything that corroborated that story. Emails were sent, but it took half a day before we finally had the answer: enabling SFR actually requires manual editing of the configuration file. Oops. We could ask why manual editing of the INI file is even necessary, and...
With GDC 2014 having drawn to a close, we have finally seen what is easily the most exciting piece of news for PC gamers. As previously teased by Microsoft...105 by Ryan Smith on 3/24/2014
Scheduled for release today is the 1.3/AMD patch for Thief, Square Enix’s recently released stealth action game. Following last month’s Battlefield 4 patch, Thief is the second big push...75 by Ryan Smith on 3/18/2014
Picking up from where we left off with AMD’s Mantle-related Tweet on Tuesday, the company has published a longer blog post that goes a bit deeper into what the...13 by Ryan Smith on 10/18/2013
Picking up from where we left off with Microsoft's blog post on the state of Direct3D, AMD has released their own short statement through Twitter expanding on Microsoft's blog...46 by Ryan Smith on 10/15/2013
In a somewhat unusual technical/promotional blog entry called “Raising the Bar with Direct3D”, Microsoft has released some additional details on the version of Direct3D for Xbox One, along with...36 by Ryan Smith on 10/15/2013
Wrapping up our AMD product showcase coverage, AMD’s final announcement of the day was a very brief announcement about a new API called Mantle. Mantle is something of an...246 by Ryan Smith on 9/26/2013