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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  • medi03 - Monday, October 26, 2015 - link

    Uhm, and what about 7970 simply being the faster card?
  • Gigaplex - Monday, October 26, 2015 - link

    That would explain why 7970+680 is faster than 680+7970, but not why 680 is faster than 680+7970.
  • prtskg - Wednesday, October 28, 2015 - link

    when 680 is in lead, not only it has to render frames but also assign work to 7970 and receive completed frames from it. For it to be slower than only 680 means assigning and receiving work is very slow on it.
  • Hulk - Monday, October 26, 2015 - link

    Could it be that the AMD/nVidia mixed setup performs better because each card has different strengths and weaknesses and they compliment each other rather than having two cards with the same strengths and weaknesses and therefore more probable bottlenecks?
    Just a thought.
  • DragonJujo - Monday, October 26, 2015 - link

    They didn't include any direct comparisons to matched CrossFireX or SLI so it would be a bit premature. The idea itself is quite interesting in light of the GameWorks problems that show up in AMD because of the heavy tessellation (which can be limited).
  • Ryan Smith - Monday, October 26, 2015 - link

    As Ashes uses AFR, each card essentially has to stand on its own. Right now they only work together in as much as each gets assigned work, and then the secondary card ships off completed frames to the primary card for display queuing. There's no greater sharing of work; no opportunity for each card to work on what it does best.
  • bug77 - Monday, October 26, 2015 - link

    Technically, this is a major achievement. But in a world where multi-GPU setups are still in the single digits, these setups will be a niche of a niche.
  • Manch - Monday, October 26, 2015 - link

    I think you'll see more setups with mixed cards. If I don't have to toss my old card and simply by a new gen card with similar performance vs outlaying cash for SLI or cross fire off the bat that would be awesome. want to know if this can handle 4X x mixed cards
  • fingerbob69 - Wednesday, October 28, 2015 - link

    I think this DX12 will lead to dual card set-ups becoming common if not the norm.

    I have a r9-280. In the next year or so I upgrade to either the next gen AMD OR nvidia with the 280 becoming the secondary to te new card's lead.
  • plopke - Monday, October 26, 2015 - link

    why 3 shades of grey on some graphs(no pun intended) , maby i din't understand it , maby it is my screen but i can hardly make a distinction between the shades.

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