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Another point to consider might be that the Nitrous engine might require some specialized coding. From the developer himself:I don't think Nvidia tried too hard with this game code. It seems that odd that they lose some perf at DX12 where AMD gain.
From that comment, it sounds like optimization by a third party is a non-trivial matter - so Nvidia preferred to do the driver coding themselves. Oxide and Nvidia's coding partnership when Star Swarm launched was abysmal, and wasn't rectified until Nvidia's 337.50 arrived IIRC some months later. The reasons for Nvidia deciding to go it alone could be many and varied, but the first go round as BFF wasn't an unmitigated success.We've offered to do the optimization for their DirectX 12 driver on the app side that is in line with what they had in their DirectX 11 driver.
Might be a case of Star Swarm Redux. Initial drivers were a basket case, but once the driver team got to grips with the code, the performance picked up. Probably depends on a lot of variables though - driver coding priority by the vendor, whether the game code undergoes any significant revision before release (as per Tomb Raider), or whether the game engine is simply not tailored that well for Nvidia's architecture (I'd assume that Oxide and AMD's close relationship would make GCN a primary focus for optimization).Again, AMD worked closely with Stardock so Nvidia may have neglected it. However in general I imagine Nvidia will try harder once the PR starts to look bad for them.