Battlefield 1 PC graphics benchmark review - PC VGA Graphics card guide ... Po njima čak i fury x radi bolje u dx11 nego na dx12 na fx8370.
Kačiš po svim temama te slike a ne kontaš šta znače. Revolucija se odnosi na cene. Performanse kartica od 330-350$ su izlaskom polarisa spuštene na 200-230$.
@filipenko
Ne znam zašto troluješ(te). Optimizacija i performanse zavise od developera i njihovog znanja/vremena da iskoriste sve mogućnosti API-ja. Pri tom, do sada nijedna (ili je samo jedna) igra nije pravljena od nule u DX12. Evo primera u kom se čekalo 6 meseci na bolju implementaciju. I na kraju dobile 5% bolje performanse u odnosu na DX11. Nije mnogo, ali imajući u vidu koliko ljudi kukaju za svaki procenat, a pri tom ne košta ništa, ne vidim razlog za kritiku.
http://www.overclock3d.net/reviews/...e_tomb_raider_directx_12_performance_update/2
Pri tom, retko viđamo frame-time poređenja, CPU iskorišćenje i sl. a i tu bi trebalo da je DX12 u prednosti (npr. CB test u DE:MD)
Gore sam naveo primer DX11 igre koja se peglala par meseci nakon izlaska, i na kraju dobile primetno bolje performanse u oba tabora. Prateći vašu logiku, jedini zaključak je da je DX11 đubre i da bi se trebalo okrenuti ka DX9? Može se naći još gomila takvih primera. Realnost je da igre izlaze nedovršene bez obzira na API. Jedino što bi trebalo raditi nakon izlaska je ispravljanje bagova, a optimizaciju treba završiti u beta verziji. Ali iz nekog razloga malo je timova koji se vode time. Meni lično ne smeta to, pošto sam samo jednom kupio AAA igru na dan izlaska (RotTR), a verovatno je to bio i poslednji put. Ali je glupo kukati ili plaćati za 3 frejma razlike između različitih modela procesora, grafičkih i memorija, a devoleperi izbacuju update koji donosi 10-15% više u odnosu na day1 rezultate. Doduše, nakon što je većina ljudi igru već odigrala.
Zaista revolucionarno, dve godine nakon izlaska GTX 970 smo dobili nove karte koje koštaju 100 nečega niže tj. 230 (pre u teoriji, nego u praksi, doduše) a daju slične performanse.
A ako misliš da je godinu dana dovoljno vremena da tako složen API zaživi u potpunosti, i to na igrama čiji je razvoj poečo pre njegovog objavljivanja, onda se grdno varaš I opet se vraćam na početke DX11, koji su bili slični i ljudi su ga pljuvali pa nam je doneo dosta u odnosu na DX9.
The chain of games goes like this:
Morrowind
Nearly entirely NetImmerse DX7 with a DX8 add-on. It was the first NetImmerse DX8 game. NI's inbuilt physics engine is mostly dormant, but does work in places. Most of the magic is in Bethesda's in-house scripting engine. Call this "1.0"
Oblivion
NetImmerse DX9 was renamed to Gamebryo. The scripting engine is massively improved, Havok appears for physics because, well, Gamebryo DX9's physics sucks. The version of Gamebryo used was early DX9 and did a lot of billboarding when it could have done geometry instancing - this really is a DX8 engine with DX9 bits stuck to it, as the "Oldblivion" project showed. We're on "2.0"
Fallout3
This time we're on an updated Gamebryo and can do proper screen spaces. Oblivion... "tried" to support screenspaces and imagespaces, but failed horribly. Fallout3 was meant for DX9 and it shows, but due to the ability to target a higher hardware platform can use better models and textures than Oblivion could. "2.1"
Fallout:NV
It's Fallout3. Seriously. "2.1"
Skyrim
Chalk one on the major number, because while Bethesda might like to say it's the "Creation Engine", it's still Gamebryo. The scripting interface is enhanced but recognisable from FO3 (there are still pipboy related commands in it!). We're using a more precise Havok for physics and imagespaces have had a bit of a tweak too. All AI is scripted (like Oblivion and after) so "Radiant AI" is still there, but more powerful. Scripted quests can now have custom givers and destinations, but this is basic scripting which was done by modders in FO3 and NV. In addition to the imagespace, imagespace modifier and screenspace, there is now an end-of-frame imagespace which more or less replaces the need for imagespace modifiers. This is used to set Skyrim's contrast to 1.2. Yeah, thanks for that. Call it version "3.0", but it's still a DX9 class game on a DX9 level engine using texture blending for things which unified shaders make more sense for now.
Fallout4
Looking at some of the effects in the trailer, assuming that they're in-engine, then we're looking at at least a DX10 level engine - probably DX11. There are lighting and tessellation effects there which don't make much sense or are extremely expensive otherwise and most of the texture blending you had to do with DX9 for cool effects is conspicuous in absence. Fallout3 really was just a tweaked Oblivion engine, but this is far more than a tweaked Skyrim - it's as big a jump from Skyrim as Skyrim was from Fallout3 from what little we've seen of it, tentatively putting it on our fake version scale as "4.0"
Kačiš po svim temama te slike a ne kontaš šta znače. Revolucija se odnosi na cene. Performanse kartica od 330-350$ su izlaskom polarisa spuštene na 200-230$.
Ja koliko sam pratio, AMD karte u (skoro) svim testovima imaju bolji rezultat u DX12 nego DX11. Negde je razlika manja, negde veća. Zašto nVidia nema koristi, to ne znam. Možda zato što su oni do sada radili optimzaciju, oslanjali se na svoje odlične drajvere i držali kod zatvorenim (gameworks), pa developri sad ne znaju kako GPU treba da se ponaša. Možda su uspeli da iskoriste maksimum iz svojih čipova sa DX 11 i openGL-om. Ko zna.
U testu je namerno urađeno poređenje sa GTX 1060 zato što ista nema podršku za SLI. Trebalo je staviti 1070 ili 1080, ali marketing timovi uvek uzimaju najbolji mogući scenario za svoj proizvod i najgori za konkurenciju
Now Multi-GPU support has been added to Deux Ex: Mankind Divided, giving us an opportunity to see exactly how DirectX 12 benefits multi-GPU configurations. Right now DirectX 12 Multi-GPU is only supported by AMD in this game, though Nvidia DirectX 12 multi-GPU support is coming.
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