- Joined
- Dec 14, 2009
- Messages
- 13,109 (2.39/day)
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- Glasgow - home of formal profanity
Processor | Ryzen 7800X3D |
---|---|
Motherboard | MSI MAG Mortar B650 (wifi) |
Cooling | be quiet! Dark Rock Pro 4 |
Memory | 32GB Kingston Fury |
Video Card(s) | Gainward RTX4070ti |
Storage | Seagate FireCuda 530 M.2 1TB / Samsumg 960 Pro M.2 512Gb |
Display(s) | LG 32" 165Hz 1440p GSYNC |
Case | Asus Prime AP201 |
Audio Device(s) | On Board |
Power Supply | be quiet! Pure POwer M12 850w Gold (ATX3.0) |
Software | W10 |
Gotta love low level APIs that give extra couple of frames per second and break game with the next content update ... devs are used to monolithic dx11 where driver knows the hardware so you don't need extensive testing after every content update once the engine is tested enough.
What happened here is a great example of low level api being a double edged sword.
That flies with what I've read about it. You just can't think DX12 is so easy to use that you don't have to bother trying. It still has rules and even the almighty Async comes with guidelines on how to implement it. If it's done with minimal queuing it wont negatively affect Nvidia. If it's balls out Async (AoS) then it will hamper Nvidia.
Again, shoe is on the other foot now and I don't hear people crying foul about AMD GE titles ramping up Async.
However, going forward, if Pascal isn't good enough with Async and AAA's start using it more (thinking Deus Ex) then my next card may well be Vega.
Still too early to tell though. Allwe are seeing is immature implementation of DX12 in quite a lot of titles.