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
Comments Locked

153 Comments

View All Comments

  • Dug - Sunday, February 28, 2016 - link

    Very bad would indicate that it would be unplayable.
    I'm playing fine at over 60fps on nvidia. Maybe I should trade it in for an R9 to get 63fps?
  • C3PC - Wednesday, March 16, 2016 - link

    Not really, this is a beta for a game that is heavily embedded with AMD tech, the way the game handles it would favor AMDs implementation, it could go the other way for a game designed around Nvidia's implementation.

    Also, calling this bed performance of DX12? Maybe you should clarify that this is an implementation of 12_0 and not 12_1, I highly doubt AMD will fair as well as Nvidia under such circumstances.
  • jsntech - Wednesday, February 24, 2016 - link

    For Nvidia to perform the same or worse between DX11 and DX12 seems like a pretty big thing to be addressed with just an 'optimization', especially compared to AMD's results. I guess we'll see when it's out of beta!
  • Senti - Wednesday, February 24, 2016 - link

    Well, being low-level DX12 leaves much less to driver, so there should be less miraculous fps gains by driver optimization than in DX11.
  • mabellon - Wednesday, February 24, 2016 - link

    Something I have been wondering about this game is whether the DX11 vs DX12 comparison is really valid. The game apparently pushes higher draw calls and takes advantage of DX12. But when running in DX11 mode, is it still trying to push all those unique draw calls or is it optimized like most DX11 games and using draw call instancing? (Sorry not a game dev, so I don't fully grok the particulars).

    Basically, if the game was designed and optimized for DX11 it might perform well but not have the visual fidelity of so many draw calls (unique unit visuals). So the real difference should have been visual quality. Instead I get the impression that the game was designed to push DX12 and then when in DX11 mode stresses the draw call limitations, over emphasizing the apparent gains. Am I wrong?

    Currently it seems that porting a game from DX11 to DX12 nets up to a 50% improvement in framerates. The reality is more nuanced that existing games are clearly working around draw call limitations and thus won't see something quite so dramatic. Thoughts?
  • ImSpartacus - Wednesday, February 24, 2016 - link

    I think you're probably right.

    Dx12 doesn't simply improve performance and nothing else. So the massive performance improvements probably aren't entirely fair.
  • extide - Wednesday, February 24, 2016 - link

    It would have to use less draw calls for DX11 as hitting DX11 with the high number of calls you can do in DX12 would make it fall flat on it's face. I am sure the DX11 path is well optimised for DX11, I mean while this game is a big showcase for DX12, most people who play it will probably be on DX11 ...
  • Denithor - Thursday, February 25, 2016 - link

    People with nVidia cards will be playing in DX11 mode. People with AMD cards, even those three generations old, will be fine in DX12 mode with better eye candy and simultaneously better FPS.
  • Friendly0Fire - Wednesday, February 24, 2016 - link

    There's definitely quite a bit of that. Looking at the benchmark, a lot of the graphics design seems aimed at causing more draw calls (long-lasting smoke consisting of lots of unique particles, lots of small geometric details, etc.). While I'm absolutely convinced that DX12 will give better performance than DX11 in the long run and that the gap will be fairly large, I think this benchmark is definitely designed to overemphasize just how great DX12 is.
  • jardows2 - Wednesday, February 24, 2016 - link

    I would like to see how much of an impact the DX12 on a released game makes in the CPU world. Do you get better performance from multiple cores, or is it irrelevant? Speculation is that DX12 could change the normal paradigm for judging gaming performance on CPU's.

Log in

Don't have an account? Sign up now