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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  • JamesDax3 - Monday, October 26, 2015 - link

    Agreed. Let's see the test.
  • [-Stash-] - Monday, October 26, 2015 - link

    Very interesting first data.

    Also, where's the 980Ti SLI, Titan X SLI, Fury X Crossfire, Fury Crossfire comparison data? I'd like to see how this compares to the currently existing technology.
  • extide - Monday, October 26, 2015 - link

    I don't think current SLI/CF actually works with DX12 -- although I could be wrong.
  • Ryan Smith - Monday, October 26, 2015 - link

    Not without a bit more work. That would be the implicit multi-adapter option.
  • Manch - Monday, October 26, 2015 - link

    Does the I7 Surface book have the 540igpu like the surface pro? If so how does it compare to the dGPU in the book. If they're similar in performance would AFR work on that? I heard it was supposed to be pretty good
  • DanNeely - Monday, October 26, 2015 - link

    No. The surface book uses an I7-6600U with HD 520 graphics that has a minimum CPU 2.6GHz CPU clock and can turbo to 3.4. The Surface 4 Pro uses an i7-6650U that has Iris 540 graphics but only guarantees 2.2GHz, although it can still turbo to 3.4GHz.
  • Manch - Monday, October 26, 2015 - link

    Oh that's too bad. I would like to see an attempt to AFR those igpu and dgpu. Even a modest bump would be better than nothing. Either way I just want to see what it does
  • Manch - Tuesday, October 27, 2015 - link

    Why the distinction with regards to the ability to turbo between the two. Does the Surface pro dissipate heat poorly compare to the book? For both the guts are all crammed into the same locations
  • DanNeely - Tuesday, October 27, 2015 - link

    They can both turbo to 3.4GHz. However the CPU in the surface has 2x as many GPU cores; when it's going at full power there's less headroom for the CPU which is why Intel set the minimum guaranteed speed 400 MHz lower.
  • medi03 - Monday, October 26, 2015 - link

    It's mentioned in the article:

    "As a result NVIDIA only allows identical cards to be paired up in SLI, and AMD only allows a slightly wider variance (typically cards using the same GPU)."

    Although sounds misleading to me.

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