Quantum Break Will Not Support Multi-GPUs

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MS really know how to showoff Win10 & DX12!
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Sounds like yet another piss poor PC release. No multi GPU support either which by looking at the rest of the performance issues is the least of their concerns. With the going trend i doubt that I'll be getting another multi GPU setup.
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Quantum Broke
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I wonder if these schmocks even know how to code a game anymore. For many studios/publishers Everything seems out of scope these days, except a lazy console port without any investment but want to still make money as if money had been sunk into it. Microsoft treating PC gaming as red-headed stepchild doesn't help either.
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They mentioned nothing about its "always upscaling from 720p" BS which completely destroys the look of the game... Or more importantly not capping the ****ing frame rate at 5/6th the refresh rate for those who want vsync on. Yes on a 60Hz monitor it will cap you at 50Hz while upscaling from 720p no matter what resolution you select and it micostutters. Unless Microsoft release an exclusive you REALLY want and know for certain there's no other way to play it (like Killer Instinct in my case), stay the hell away from the Windows Store. I use it for just that one game, and very much BEGRUDGINGLY. Whoever is working on the Rare team for MS now did a wonderful job on KI, so if you're a fighting game enthusiast I can actually recommend that one. And only that one. Still, I would like Microsoft to get off their fat useless asses and patch their dumpster fire they call UWP to allow turning off vsync so I can lock the game at a frame rate higher than 60. High frame rate in a fighting game is extremely important, just as in an FPS. If the engine adjusts game speed to match in multiples of 60 (as in speed up) I'm going to be pissed. Edit: For ****'s sake it's as I feared - https://www.reddit.com/r/pcgaming/comments/4cgq9k/killer_instinct_on_win10_is_tied_to_refresh_rate/
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The developers also wanted to reiterate the rendering process for Quantum Break. Just like the Xbox One variant, the PC version renders the game through four buffers. If you’re playing it at 1080p resolution, then the images are first rendered through four 720p buffers at 4xMSAA (multisample anti-aliasing). β€œ[The] engine assigns input geometry samples from 4xMSAA rendering into shaded clusters in order to maximize covered geometry while keeping the performance on acceptable level by reducing expensive shaded samples. When you change the resolution, the buffers used to construct the image are always 2/3rds of the set resolution, i.e. in 2560x1440 they would be 1706x960.”
That's kind of absurd as well :| Yeah, Microsoft... we really don't believe in your "PC gaming is something we love" speeches when everything you do seems to just go against it. I guess trying to turn PC gaming in to console gaming is something they might think will make more people play games on their PC, and for sure upscaling a game from 60% of the selected resolution will make for tremendous performance improvements on lower end hardware (just tried it myself in the division, can barely run it at around 40-45ish fps with everything on low/off at 1440p, set resolution scale to 85% and I was getting a solid locked 60 fps running around in the outdoor areas with a little fight going on)). So hey maybe that's their plan... but to every enthusiast it's just going to be mindnumbing.
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Well i hope UWP dies horrible and fiery death, taking with it all the minds behind it, it sucks and nothing on it works as intended, dx 12 is in the same boat it is a double edged sword for devs, it may offer more but most of the time it just screws up performance and dx11 is a better choice. And lets not start on the stupid idea of upscaling on pc, it is called a pc for a reason. I was thinking of buying this game later on, but they deserve nothing for a products in such a state, not to mention their arrogant responses to fans...
To be honest, this would have been same mess even if it would basic win32 app. This particular upscaling decision has nothing to do with UWP. It's just how they decided to make their rendering engine.
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Unfortunately MS and Remedy can't deliver quality PC gaming. Remedy released a broken game which was DoA. The game is also a hybrid between a video game and a TV series. This model did not work and did not help. MS promoted this game as a DX12/W10 showcase and made things worse. Also the current state and limitations of UWP are breaking things and hinder experiences. W10 is still not ready to deliver through UWP. MS should really stop trying to get in the gaming scene because they can't or don't know how to do it. They should focus only on their services and the OS itself. I get that they are trying to get into the "freemium" model to make money and monetize services but this is not working on PC. Quantum Broke and the cancellation of Fable Legends showed that they can't deliver. This is not how you advertise your own API. But axing games or releasing failed ones.
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This is really pathetic, out of scope for Remedy, but not for Stardock, much smaller studio. And there is no possibility they release it repaired on Steam, few years down the line? Because i enjoyed Alan Wake, after all that patching ehm.
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Pretty much what I expected, especially in regards of the missing multi GPU support, the bothersome games under win10, and the lack of true dx12 performance gains. By the way, congratulations to everybody who bought the game, I hope it runs well for you guys. Because that's what they hope for, still selling that piece of rubbish for 60$ / €.
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well it looks like my wallet will not support this game ............... no more purchases of PC games until fully tested and reviewed due to Devs producing far to many sloppy and lazy console ports. This game was on my Buy list it had so much potential and early reviews looked really good. Slowly loosing faith in DX12 due to far to many poorly released games ( DX12 is of my purchase list until devs start doing it right long live DX11) I knew it was a mistake giving devs more control current game releases are only proving my thoughts right.
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question is, is microsoft gonna learn anything from this =_=
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Slowly loosing faith in DX12 due to far to many poorly released games ( DX12 is of my purchase list until devs start doing it right long live DX11) I knew it was a mistake giving devs more control current game releases are only proving my thoughts right.
How can you lose faith in a new tech that has barely a handful of titles out? It should be obvious that the first titles are going to be prototypes. Maybe a year or two from now the devs will finally get into a groove. UWP (and the MS store) can die for all I care, though. It's ironic that DX12 is meant to increase dev control, but at the same time UWP is meant to limit end-user control over their own PC.
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Im really hoping Remedy will learn from this keep Alan Wake 2 from UWP.
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Good. Multi GPU needs to die and never come back.
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Thats what happens when mgpu is handled over to the devs., a wonderfull decision to let it die. Happy dx12-gaming @1080P πŸ™ Unbeliebable, anno 2016 games still don't support pc hardware properly, really unbelievable....
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MS's UWP format so fare seem to do more damage then good. I really hope they fix their ****ty format or just totally drop it in the end. They have okay games but has so many issues with them because of this UWP BS format πŸ™
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BAHAHAHAHAHAHAHA...... So sad to have to even read this garbage. ANYONE who says anything in the developmental sense regarding them not doing something because it would have been to "far out of scope" for the team and taken to long.......is a serious joke man. So sad....
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In this day and age no multi-gpu support is inexcusable.
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Good. Multi GPU needs to die and never come back.
Says the guy with three GPU's..... I have to disagree..... That is if they never release a single most powerful card that is capable of doing what I would want. I do not see that truly happening for a while now.....maybe beginning of 2017. I hope they do and you can be right.....only that I thought DX12 and it's features were supposed to "properly" support multi-GPU rendering in ways we could have never dreamed. I guess that is what it was.....a dream...