First Thoughts

Wrapping up our first look at Ashes of the Singularity and DirectX 12 Explicit Multi-Adapter, when Microsoft first unveiled the technology back at BUILD 2015, I figured it would only be a matter of time until someone put together a game utilizing the technology. After all, Epic and Square already had their tech demos up and running. However with the DirectX 12 ecosystem still coming together here in the final months of 2015 – and that goes for games as well as drivers – I wasn’t expecting something quite this soon.

As it stands the Ashes of the Singularity multi-GPU tech demo is just that, a tech demo for a game that itself is only in Alpha testing. There are still optimizations to be made and numerous bugs to be squashed. But despite all of that, seeing AMD and NVIDIA video cards working together to render a game is damn impressive.

Seeing as this build of Ashes is a tech demo, I’m hesitant to read too much into the precise benchmark numbers we’re seeing. That said, the fact that the fastest multi-GPU setup was a mixed AMD/NVIDIA GPU setup was something I wasn’t expecting and definitely makes it all the more interesting. DirectX 11 games are going to be around for a while longer yet, so we’re likely still some time away from a mixed GPU gaming setup being truly viable, but it will be interesting to see just what Oxide and other developers can pull off with explicit multi-adapter as they become more familiar with the technology and implement more advanced rendering modes.

Meanwhile it’s interesting to note just how far the industry as a whole has come since 2005 or even 2010. GPU architectures have become increasingly similar and tighter API standards have greatly curtailed the number of implementation differences that would prevent interoperability. And with Explicit Multi-Adapter, Microsoft and the GPU vendors have laid down a solid path for allowing game developers to finally tap the performance of multiple GPUs in a system, both integrated and discrete.

The timing couldn’t be any better either. As integrated GPUs have consumed the low-end GPU market and both CPU vendors devote more die space than ever to their respective integrated GPUs, using a discrete GPU leaves an increasingly large amount of silicon unused in the modern gaming system. Explicit multi-adapter in turn isn’t the silver bullet to that problem, but it is a means to finally putting the integrated GPU to good use even when it’s not a system’s primary GPU.

However with that said, it’s important to note that what happens from here is ultimately more in the hands of game developers than hardware developers. Given the nature of the explicit API, it’s now the game developers that have to do most of the legwork on implementing multi-GPU, and I’m left to wonder how many of them are up to the challenge. Hardware developers have an obvious interest in promoting and developing multi-GPU technology in order to sell more GPUs – which is how we got SLI and Crossfire in the first place – but software developers don’t have that same incentive.

Ultimately as gamers all we can do is take a wait-and-see approach to the whole matter. But as DirectX 12 game development ramps up, I am cautiously optimistic that positive experiences like Ashes will help encourage other developers to plan for multi-adapter support as well.

Ashes GPU Performance: Single & Mixed 2012 GPUs
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  • xjointsx - Monday, October 26, 2015 - link

    Now i can imagine AMD & Nvidia GPU in 1 PCB Card.

    GTR9 Futan X.
  • Refuge - Tuesday, October 27, 2015 - link

    +1
  • at80eighty - Monday, October 26, 2015 - link

    great. now the video card forums arent going to be as fun anymore T_T
  • ajmiles - Monday, October 26, 2015 - link

    I wouldn't normally post a comment just to correct a typo, but as a Rendering Engineer by day, the idea of a "rendering implantation" was too good to pass up (page 3). Sounds very sci-fi!
  • silverblue - Tuesday, October 27, 2015 - link

    Yes, but you obviously forgot to invert the polarity, realign the phase inducers with the ODN matrices AND do the hokey-cokey.
  • moozoo - Monday, October 26, 2015 - link

    How fine grain is their assignment of work load to the different cards?
    If amd is faster at doing X and nvidia is faster at doing Y. then but putting more X work to the AMD card and more Y work to the Nvidia card you would expect the result to be faster than two cards that are the same.
    i.e. two AMD cards would be bottle necked by the Y work and two Nvidia cards would be bottle necked doing the X work.
  • Kodiack - Tuesday, October 27, 2015 - link

    "YouTube limits 60fps videos to 1080p at this time."

    Fortunately, this is no longer the case. As of a few months ago, you can even watch 4K60 content on YouTube! Your videos are currently showing as 1440p60, and they look wonderful for it.
  • Chaython - Tuesday, October 27, 2015 - link

    Excuse me, how does a high end stack up with a low end? does it downgrade the high end [as with previous bridging,] or will it actually perform better than just the high card
    ie, 970 + 6700k IGPU
  • CiccioB - Tuesday, October 27, 2015 - link

    As it is AFR (alternate frame rendering) where each GPU completes an entire frame on its own, that king of mix will simply, at best, double the performances of the iGPU, keeping the beefy GPU sleeping most of the time waiting for the iGPU to finish its work.
  • Intel999 - Tuesday, October 27, 2015 - link

    The ability to mix GPUs bodes well for AMD in that on the laptop front an APU can be mixed with any discrete GPU. This will, theoretically, make a moderately priced laptop perform well above entry level gaming on the cheap. Better than an Intel Igpu since their graphics don't bring much to the party unless you are willing to pay top dollar for the highest end Igpu that only matches AMDs cheaper APUs.

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