Oxide Ashes of the Singularity with AMD - Video

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*High-Fives Hilbert* : > 4k is just crazy @__@
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"no current graphics system can handle more than 8 lights" Pfft, please AMD. That was back in the days of fixed-function TnL pipelines. With programmable GPUs the only limitation of number of dynamic lights is the compute capacity. Every deferred type game engine today can handle hundreds, even thousands, of light sources in real-time.
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That looks fun. I want that.
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Reminds me op SUPCOM2, which I still play weeky ๐Ÿ˜€ Thanks for the vid, cool stuff!
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I bought SUPCOM2 a while back, this tempts me very much to buy a 4K screen sooner and load that game up ^^ Nice to see Mantle doing something good for a game. As well as more light sources, the Huge amount of extra draw calls Mantle allows can vastly improve the visual detail that future games can offer. I'm looking forward to seeing more games take full advantage of Mantle / DX12 / Vulkan etc
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That's my TV! Looking goooooood lol
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I bought SUPCOM2 a while back, this tempts me very much to buy a 4K screen sooner and load that game up ^^ Nice to see Mantle doing something good for a game. As well as more light sources, the Huge amount of extra draw calls Mantle allows can vastly improve the visual detail that future games can offer. I'm looking forward to seeing more games take full advantage of Mantle / DX12 / Vulkan etc
How is it compared to the first? I didn't mind SC but it was a bit unit spammy and management heavy for my tastes. Sins accomplished large numbers of units without feeling too spammy, hopefully Ashes will be similar in that regard.
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"no current graphics system can handle more than 8 lights" Pfft, please AMD. That was back in the days of fixed-function TnL pipelines. With programmable GPUs the only limitation of number of dynamic lights is the compute capacity. Every deferred type game engine today can handle hundreds, even thousands, of light sources in real-time.
At what performance though. Did you really even listen to what was said in the video. This wasnt even an amd sponsored video. Its not a matter of that gpu can handle more then 8, its the whole system, cpu, api, and gpu. He even said DX12 and vulcan can handle what mantle can do.
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very nice. game looks fun too. i dont give a crap about 4k gaming but good to see mantle finally being taken advantage of. cant wait to see what DX12 can really do.
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At what performance though. Did you really even listen to what was said in the video. This wasnt even an amd sponsored video. Its not a matter of that gpu can handle more then 8, its the whole system, cpu, api, and gpu. He even said DX12 and vulcan can handle what mantle can do.
Well was a bit hard to understand what he mean, ( in the video ), simultaneous complete light scanning by object or culling light, well i dont know.. its not the question of "8" light sources in the scenes. Games use different way of lit a scene, each " source " or what can be taken as a source of it ( like explosion ), are not really complete lighting or not even real source of lit who impact the complete scene). ( they dont work like in 3Dmodeling as proton sources ). Ofc the point was not to say " 8 lights " in a scene.
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"no current graphics system can handle more than 8 lights" Pfft, please AMD. That was back in the days of fixed-function TnL pipelines. With programmable GPUs the only limitation of number of dynamic lights is the compute capacity. Every deferred type game engine today can handle hundreds, even thousands, of light sources in real-time.
We all know this. So does AMD, I think they were being sarcastic and having a little "inside joke" with everyone.
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How is it compared to the first? I didn't mind SC but it was a bit unit spammy and management heavy for my tastes. Sins accomplished large numbers of units without feeling too spammy, hopefully Ashes will be similar in that regard.
It's a totally different style of game, I enjoy both but some people will swear by one or the other. It's worth picking up, but it feels more like a traditional RTS. There's less focus on resource management for a start, and fewer unit choices. The big units are less effective, building one wont turn the game around. I'd recommend it, you can pick it up dirt cheap now and it's still one of the better titles for the genre.
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We all know this. So does AMD, I think they were being sarcastic and having a little "inside joke" with everyone.
As the response of the other one from Oxyde.
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anybody notice that none of the ground units were really moving? only the air... kinda of a sham vid if you ask me... since pathfinding is very CPU intensive and they essentially turned it off with stationary units...
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Looked okay, visually similar to SupCom and I have to say i wasn't blown away with what I've seen in that video. Hundreds and thousands of units is nice but they all looked incredibly bland in my opinion along with the terrain. The technology is of course pretty good but I'd rather DX12 so we (as consumers) and developers don't have to pick a brand and deliver performance to some and not others depending on your GPU vendor. Unless Mantle/Vulcan will work and is supported for Nvidia gpu's it won't be great for the PC scene only further splitting the camps between green and red with features for only some :war:. Oh loved the 30fps it was running at, made it very cinematic ๐Ÿค“, just needed some huge black bars across for a fake aspect ratio look and it'll be there. /s
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anybody notice that none of the ground units were really moving? only the air... kinda of a sham vid if you ask me... since pathfinding is very CPU intensive and they essentially turned it off with stationary units...
Good observation, although massive scale path-finding can be implemented as a GPU compute process. AMD themselves actually demonstrated this years ago on a much weaker hardware: http://developer.amd.com/resources/documentation-articles/gpu-demos/ati-radeon-hd-4800-series-real-time-demos/
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http://channel9.msdn.com/Events/GDC/GDC-2015/Better-Power-Better-Performance-Your-Game-on-DirectX12 Ashes of the Singularity demo - 36:15 - 45:15 Dan Baker, Graphics Architect, Oxide Games The session should have been named "Improvements to CPU/GPU efficiency in DirectX 12" ๐Ÿ™‚ This is how they actually do it: Parallel execution engines - 11:30-18:00 GPU efficiency (queries, predication, execute indirect) - 18:00-25:30 CPU overhead (resource binding, multithreading) - 26:05-36:15
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How is it compared to the first? I didn't mind SC but it was a bit unit spammy and management heavy for my tastes. Sins accomplished large numbers of units without feeling too spammy, hopefully Ashes will be similar in that regard.
I've not actually played either yet. Just getting tempted to install SUPC 2 for the 1st time perhaps, been too long since I played such a game. From the sounds of others comments in this thread it is a decent improvement over the 1st one, so I'm looking forward to it ๐Ÿ™‚
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Looked okay, visually similar to SupCom and I have to say i wasn't blown away with what I've seen in that video. Hundreds and thousands of units is nice but they all looked incredibly bland in my opinion along with the terrain. The technology is of course pretty good but I'd rather DX12 so we (as consumers) and developers don't have to pick a brand and deliver performance to some and not others depending on your GPU vendor. Unless Mantle/Vulcan will work and is supported for Nvidia gpu's it won't be great for the PC scene only further splitting the camps between green and red with features for only some :war:. Oh loved the 30fps it was running at, made it very cinematic ๐Ÿค“, just needed some huge black bars across for a fake aspect ratio look and it'll be there. /s
30fps is impressive for 4k running on two cards that are 18months old and using a game that is still nearly two years away from being finished.
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I actually now interested in this. it would be awesome if devs ported games to dx12, but thats a far reach.