The GIGABYTE X399 DESIGNARE EX Motherboard Reviewby E. Fylladitakis on June 22, 2018 11:30 AM EST
Seen as the holy child of DirectX12, Ashes of the Singularity (AoTS, or just Ashes) has been the first title to actively go explore as many of DirectX12s features as it possibly can. Stardock, the developer behind the Nitrous engine which powers the game, has ensured that the real-time strategy title takes advantage of multiple cores and multiple graphics cards, in as many configurations as possible.
As a real-time strategy title, Ashes is all about responsiveness during both wide open shots but also concentrated battles. With DirectX12 at the helm, the ability to implement more draw calls per second allows the engine to work with substantial unit depth and effects that other RTS titles had to rely on combined draw calls to achieve, making some combined unit structures ultimately very rigid.
Stardock clearly understands the importance of an in-game benchmark, ensuring that such a tool was available and capable from day one, especially with all the additional DX12 features used and being able to characterize how they affected the title for the developer was important. The in-game benchmark performs a four-minute fixed seed battle environment with a variety of shots and outputs a vast amount of data to analyze.
No graphics tests are complete without some input from Codemasters and the EGO engine, which means for this round of testing we point towards GRID: Autosport, the next iteration in the GRID and racing genre. As with our previous racing testing, each update to the engine aims to add in effects, reflections, detail, and realism, with Codemasters making ‘authenticity’ a main focal point for this version. GRID’s benchmark mode is very flexible and, as a result, we created a test race using a shortened version of the Red Bull Ring with twelve cars doing two laps. The car is focus starts last and is quite fast, but usually finishes second or third. For low-end graphics, we test at 1080p medium settings, whereas mid and high-end graphics get the full 1080p maximum. Both the average and minimum frame rates are recorded.