Rise of the Tomb Raider Gets Multi-GPU DirectX 12 Patch

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Now I wonder if next TR game will have that out of the box 🙂
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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)..
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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)..
Yes in general most people will have performance increase wtih DX12. its a good patch. GCN 1.0 is probably not supported because its too old.
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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.
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Yes in general most people will have performance increase wtih DX12. its a good patch.
Source? Because until now ROTR is the worst title running under D3D12.
GCN 1.0 is probably not supported because its too old.
It is not too old. It is supported by AMD and it was sold until R9 300 series (included) with several re-brands.
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.
That library will be released "soonish" on github. It will be an easy multi-GPU wrapper for both AMD and NVIDIA hardware (linked-adapter mode for AFR only at in the first releases). I bet ROTR issues state elsewhere (what about over-committed scenarios? If not properly handled they will perform worst under DX12 instead of better then DX11). But I do not have the game in my library to profile it..
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That library will be released "soonish" on github. It will be an easy multi-GPU wrapper for both AMD and NVIDIA hardware (linked-adapter mode for AFR only at in the first releases). I bet ROTR issues state elsewhere (what about over-committed scenarios? If not properly handled they will perform worst under DX12 instead of better then DX11). But I do not have the game in my library to profile it..
I was just wondering because they talked about it (of course) at some AMD gig, which seems the only way to get regular dx12 updates for the wide masses 🙄
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Stopped playing months ago in anticipation for this patch, now I can resume 🙂 its a great game.
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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.
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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.
Does ROTR use any of the GTX 1070 supported feature that are not supported by your R9 290? Because the only game using advances rasterization features I am aware about is The Division (it use CR for shadowing).
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...6 months later. That's tough love. Multi-GPUs get treated like a red-headed step-child.
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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.
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You can read more about here: https://github.com/Microsoft/DirectX-Graphics-Samples/issues/173
Thanks, I'm just afraid I am not really smart enough to understand the in depth information if one's linked there. 😀
...6 months later. That's tough love. Multi-GPUs get treated like a red-headed step-child.
That's why m$ is trying to work on it (see Alessio's link or search it on the net), to make it easier for devs to adopt multi GPU, and at the same time make it adaptable for the uwp. Because, contrary to many beliefs and some promises, multi gpu is a foster child under dx12, and I personally too, expected more of it.
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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?
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Source? Because until now ROTR is the worst title running under D3D12. It is not too old. It is supported by AMD and it was sold until R9 300 series (included) with several re-brands.
I concider myself a source, also impressions from friends and people on forums. It runs better then it did before. . Well since its old tech i think it would be to slow or not beneficial enough. Makes no sense for the dev to skip it otherwise. In that pov it doesnt matter if AMD re-brands it for 10 more years.
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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?
Uhm yeah... besides that AotS, hailed as THE benchmark for dx12, favours AMD's implementation of it heavily, for long months now. Gaming evolved sticker included. Right... right? Take the tin foil hat off friend 😉
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Uhm yeah... besides that AotS, hailed as THE benchmark for dx12, favours AMD's implementation of it heavily, for long months now. Gaming evolved sticker included. Right... right? Take the tin foil hat off friend 😉
AotS is used by many as a dx12 benchmarks because is a real time strategy game, that kind of games used a lot of CPU in dx11 and dx12 supposedly fixes that
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Uhm yeah... besides that AotS, hailed as THE benchmark for dx12, favours AMD's implementation of it heavily, for long months now. Gaming evolved sticker included. Right... right? Take the tin foil hat off friend 😉
AMD cards benefit from DX12 in every single DX12 game out there, not just AotS. Except for RoTR. IIRC NVIDIA cards benefit from DX12 in most games, if not all, too. Again, except for RoTR. There's no tin foil in wondering how they're missing greatly beneficial feature from PC-builds, and only adding it after the PC-versions sponsor supports the feature too
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AotS is used by many as a dx12 benchmarks because is a real time strategy game, that kind of games used a lot of CPU in dx11 and dx12 supposedly fixes that
Don't get me wrong, I'm a RTS player myself, but RTS (and AotS) is definately not the most interesting game to the wide pc gaming community. And AMD was not really trying to slow the hype either because their hardware looked good 😉
AMD cards benefit from DX12 in every single DX12 game out there, not just AotS. Except for RoTR. IIRC NVIDIA cards benefit from DX12 in most games, if not all, too. Again, except for RoTR. There's no tin foil in wondering how they're missing greatly beneficial feature from PC-builds, and only adding it after the PC-versions sponsor supports the feature too
Wondering and implying it's a conspiracy isn't the same thing. As you said yourself, please fill me in why they should have delayed such a patch on purpose until Pascal is out if they would have greatly benefited from such a feature. Maybe I then understand the logic behind your argumentation.
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AMD cards benefit from DX12 in every single DX12 game out there, not just AotS. Except for RoTR. IIRC NVIDIA cards benefit from DX12 in most games, if not all, too. Again, except for RoTR. There's no tin foil in wondering how they're missing greatly beneficial feature from PC-builds, and only adding it after the PC-versions sponsor supports the feature too
And let's not forget that nVidia actively works towards adding performance draining features that impact older AMD cards heavily for no visual gain.