Rise of the Tomb Raider Gets Multi-GPU DirectX 12 Patch
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Fox2232
Now I wonder if next TR game will have that out of the box 🙂
Alessio1989
Does any hardware get any performance improvement under DX12 mode in this game?
And why are GCN Gen 1 (GCN 1.0) not mentioned for async compute support? -.- Bad PR? First generation of GCN runs fine in async-compute workloads too (even better then Pascal)..
WhiteLightning
Moderator
fantaskarsef
I wonder if this works in conjunction with the general 'roudimentary' multi-GPU support m$ is working on under dx12, so devs can adopt it easier. And if m$ will make it AMD only or Nvidia too.
Alessio1989
fantaskarsef
Alessio1989
https://github.com/Microsoft/DirectX-Graphics-Samples/issues/173
You can read more about here: go4brendon
Stopped playing months ago in anticipation for this patch, now I can resume 🙂 its a great game.
Fender178
While the patch is welcome I am going to hold off till my upgrade to my 1070 since its more dx12 compatible than my r9 290.
Alessio1989
0blivious
...6 months later. That's tough love. Multi-GPUs get treated like a red-headed step-child.
Yxskaft
Some presentations have said that Async compute needs careful tuning for each architecture.
It's surprising GCN 1.0 isn't supported though since it has been part of each series. AMD has also marketed Async compute for all of GCN.
fantaskarsef
Kaotik
Err, RoTR has had DX12 support for a long time already, this patch doesn't add it.
The games DX12 implementation was a joke, though, at least before this patch. It reduced performance compared to DX11 no matter if you had AMD or NVIDIA hardware.
Funny how async compute support, included in console versions, but useless for NVIDIA hardware before Pascal, gets added in now that Pascals are out.
Those GameWorks-stickers obviously have nothing to do with it, right... right?
WhiteLightning
Moderator
fantaskarsef
Picolete
Kaotik
fantaskarsef
AlmondMan