We’ve been following DirectX 12 for about 2 years now, watching Microsoft’s next-generation low-level graphics API go from an internal development project to a public release. Though harder to use than earlier high-level APIs like DirectX 11, DirectX 12 gives developers more control than ever before, and for those who can tame it, they can unlock performance and develop rendering techniques simply not possible with earlier APIs. Coupled with the CPU bottlenecks of DirectX 11 coming into full view as single-threaded performance increases have slowed and CPUs have increased their core counts instead, and DirectX 12 could not have come at a better time.

Although DirectX 12 was finalized and launched alongside Windows 10 last summer, we’ve continued to keep an eye on the API as the first games are developed against it. As developers need the tools before they can release games, there’s an expected lag period between the launch of Windows 10 and when games using the API are ready for release, and we are finally nearing the end of that lag period. Consequently we’re now getting a better and clearer picture of what to expect with games utilizing DirectX 12 as those games approach their launch.

There are a few games vying for the title of the first major DirectX 12 game, but at this point I think it’s safe to say that the first high profile game to be released will be Ashes of the Singularity. This is due to the fact that the developer, Oxide, has specifically crafted an engine and a game meant to exploit the abilities of the API – large numbers of draw calls, asynchronous compute/shading, and explicit multi-GPU – putting it a step beyond adding DX12 rendering paths to games that were originally designed for DX11. As a result, both the GPU vendors and Microsoft itself have used Ashes and earlier builds of its Nitrous engine to demonstrate the capabilities of the API, and this is something we’ve looked at with both Ashes and the Star Swarm technical demo.

Much like a number of other games these days, Ashes of the Singularity for its part has been in a public beta via Steam early access, while its full, golden release on March 22nd is fast approaching. To that end Oxide and publisher Stardock are gearing up to release the second major beta of the game, and the last beta before the game goes gold. At the same time they’ve invited the press to take a look at the beta and its updated benchmark ahead of tomorrow’s early access release, so today we’ll be taking a second and more comprehensive look at the game.

The first time we poked at Ashes was to investigate an early alpha of the game’s explicit multi-GPU functionality. Though only in a limited form at the time, Oxide demonstrated that they had a basic implementation of DX12 multi-GPU up and running, allowing us to not only pair up similar video cards, but dissimilar cards from opposing vendors, making a combined GeForce + Radeon setup a reality. This early version of Ashes showed a lot of promise for DX12 multi-GPU, and after some additional development it is now finally being released to the public as part of this week’s beta.

Since that release Oxide has also been at work both cleaning up the code to prepare it for release, and implementing even more DX12 functionality. The latest beta adds greatly improved support another one of DX12’s powerhouse features: asynchronous shading/computing. By taking advantage of DX12’s lower-level access, games and applications can directly interface with the various execution queues on a GPU, scheduling work on each queue and having it executed independently. Async shading is another one of DX12’s optimization features, allowing for certain tasks to be completed in less time (lower throughput latency) and/or to better utilize all of a GPU’s massive arrays of shader ALUs.

Between its new functionality, updated graphical effects, and a significant amount of optimization work since the last beta, the latest beta for Ashes gives us quite a bit to take a look at today, so let’s get started.

More on Async Shading, the New Benchmark, & the Test
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  • knightspawn1138 - Thursday, February 25, 2016 - link

    I think that Radeon's advantage in DX12 comes from the fact that most of DX12's new features were similar to features AMD wrote into the Mantle API. They've been designing their recent cards to take advantage of the features they built for Mantle, and now that DX12 includes many of those features, their cards essentially get a head-start in optimization.

    If Radeon and NVidia were running a 100-yard dash, it just means that Radeon's starting block is about 5-yards ahead of NVidia's. I (personally) think that NVidia's still the stronger runner, and they easily have the potential to catch up to Radeon's head start if they optimize their drivers some more. And, honestly, a 4fps gap should not be enough of a reason to walk away from whichever brand you already prefer.

    I still prefer NVidia due to the lower power consumption, friendlier drivers, 3D glasses, and game streaming they've had for a few years. I used to like ATI cards, but when the Catalyst Control Center started sucking more cycles out of my CPU than the 3D games, I switched to NVidia.

    I would also like to have seen the GTX 970 in some of these benchmarks. I understand benchmarking the highest-end cards, but I hope that when the game is out of beta and being used as an official DX12 benchmark, we get some numbers from the more affordable cards.
  • Shadowmaster625 - Thursday, February 25, 2016 - link

    Of course Nvidia's performance doesnt go up under DX12. That is no doubt intentional. Why would they improve their current cards when they can sell all new ones to the same gullible fools that fell for that trick the last time around?
  • Denithor - Thursday, February 25, 2016 - link

    I had exactly the same thought. AMD may have shot themselves in the foot. Everyone using their cards is going to see a 10-20% boost in performance, meaning they may not need an upgrade this cycle.
  • silverblue - Thursday, February 25, 2016 - link

    Perhaps, but DX12's lower overhead would just encourage devs to make even more complex scenes. Result: same performance, better visuals.

    All the people jumping on NVIDIA need to be careful, as there's parts of the DX12 spec that they support better than AMD. Give it a year to eighteen months and we'll see how this pans out.
  • K_Space - Sunday, February 28, 2016 - link

    Having read all 13 pages of comments I was surprised no one mentioned this either. I'll certainly be keeping my 295x2 for at least the next 18 months if not 24 months. With AFR and VR coming up, Dual GPUs is the way to go.
  • Drake O - Thursday, February 25, 2016 - link

    I was really hoping to see the benefits of sharing workload with the iGPU. Not everyone has multiple GPUs(but I do) but most people have a CPU with onboard graphics. If people with graphics cards can finally start using this recourse that would be a very good thing for a tremendous number of users. Please follow this article up as soon as possible with one on this area. Maybe one percent of users have different brand video cards laying around, maybe five percent have multiple similar GPUs but almost everyone has a video card and an unused iGPU on their CPU. This is the obvious first direction to take.
  • rhysiam - Thursday, February 25, 2016 - link

    This is (sort of) covered in the article and covered clearly in the comments above. This particular game is only using AFR, and the devs have clearly said (as noted in the article) that you'll never get more than double the performance of the slower graphics solution. Just about any discrete GPU worth of the name will be more than double the performance of an IGP and therefore is better (for this game) run on its own.

    DX12 opens up a raft of possibilities to use any and all available graphics resources, including IGPs, but it leaves the responsibility entirely with the game developers. For this game at this time, the devs aren't looking to make use of onboard graphics unless it's paired with a similarly anaemic GPU.
  • Drake O - Thursday, February 25, 2016 - link

    If virtually everyone can boost their framerate by 20% at no cost then it is a big thing. Most people want one processor and one video card. Multiple video cards offer a very real performance boost but there is a downside, more power, more heat and frequent compatibility issues. With DX12 developers can send the post processing to the iGPU and let the video card handle the rest. Again a 20% performance boost for free. Only then should you think about the much smaller market that wants to run with multiple video cards.
  • Kouin325 - Friday, February 26, 2016 - link

    yes indeed they will be patching DX12 into the game, AFTER all the PR damage from the low benchmark scores is done. Nvidia waved some cash at the publisher/dev to make it a gameworks title, make it DX11, and to lock AMD out of making a day 1 patch.

    This was done to keep the general gaming public from learning that the Nvidia performance crown will all but disappear or worse under DX12. So they can keep selling their cards like hotcakes for another month or two.

    Also, Xbox hasn't been moved over to DX12 proper YET, but the DX11.x that the Xbox one has always used is by far closer to DX12 than DX11 for the PC. I think we'll know for sure what the game was developed for after the patch comes out. If the game gets a big performance increase after the DX12 patch then it was developed for DX12, and NV possibly had a hand in the DX11 for PC release. If the increase is small then it was developed for DX11,

    Reason being that getting the true performance of DX12 takes a major refactor of how assets are handled and pretty major changes to the rendering pipeline. Things that CANNOT be done in a month or two or how long this patch is taking to come out after release.

    Saying "we support DirectX12" is fairly ease and only takes changing a few lines of code, but you won't get the performance increases that DX12 can bring.
  • Kouin325 - Friday, February 26, 2016 - link

    yes indeed they will be patching DX12 into the game, AFTER all the PR damage from the low benchmark scores is done. Nvidia waved some cash at the publisher/dev to make it a gameworks title, make it DX11, and to lock AMD out of making a day 1 patch.

    This was done to keep the general gaming public from learning that the Nvidia performance crown will all but disappear or worse under DX12. So they can keep selling their cards like hotcakes for another month or two.

    Also, Xbox hasn't been moved over to DX12 proper YET, but the DX11.x that the Xbox one has always used is by far closer to DX12 than DX11 for the PC. I think we'll know for sure what the game was developed for after the patch comes out. If the game gets a big performance increase after the DX12 patch then it was developed for DX12, and NV possibly had a hand in the DX11 for PC release. If the increase is small then it was developed for DX11,

    Reason being that getting the true performance of DX12 takes a major refactor of how assets are handled and pretty major changes to the rendering pipeline. Things that CANNOT be done in a month or two or how long this patch is taking to come out after release.

    Saying "we support DirectX12" is fairly ease and only takes changing a few lines of code, but you won't get the performance increases that DX12 can bring.

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