Pitanje je koliko dugo ce trebati da se DX12 savlada. Ili je MS napumpao pricu ili divaloperima DX12 predstavlja problem.
bila je i prica oko Nvidia/AMD crossfire udruzenim snagama...kako vec.
Ili je April's fool joke ili je postovao neki paranoik-trol. Ispratio sam ceo thread, ima slucajeva gde crash-uje sistem ali ljudima ne crkavaju karte zbog ovog drajvera. Kad bi se desavala da karta crkne u 1% slucajeva (kao sto tvrdi doticni) javljali bi se ljudi bez prestanka. S druge strane ako se desi da jednom crkne karta ne mora da znaci da su odmah drajveri krivi, malo logike u razmisljanju nije na odmet.
I to jos po treci put u zadnje vreme..auu pa ja sam onda happy sto mi grafika jos uvek mrda..
Ja igram Ashes bas sa ovim drajverima i sve je ok. Btw, igra mi deluje zaostalo. Po strani sto prica i kampanja prakticno ne postoje ali grafika je losa. Lepse mi je izgledao Supreme Commander, igra stara 10 godina...i tu je bila gomila jedinica na ekranu pa je radilo sve kako treba na tadasnjem hardveru i tadasnjem DX-u. Ne vidim zasto se digla tolika frka za ovom igrom. Ah da, bolje radi na AMD kartama pa su se AMD-ovci pomamali...a to sto nece da je instaliraju nikad nema veze...
Final Thoughts
Hitman is an exploratory lesson in how to properly implement DirectX 12 into a game in these early stages of the API. It isn't perfect, but offloading a good portion of the special effects work onto the compute queue we can see a startlingly large relative increase in performance for AMD's cards which have a hardware scheduler capable of fully taking advantage of asynchronous compute. The speedup is real here. Unfortunately, NVIDIA actually struggles. Due to the difficulty in context-switching with Maxwell, there's actually a performance drop as it's not able to change quickly enough. Using CUDA and their proprietary GameWorks could solve that, actually, as that would allow both queues to be used at the same time. But with DX12, and in Hitman, that isn't the case, and it isn't used, so NVIDIA cards perform worse in DirectX 12. We can conclude from this that if you'd like to play at the maximum playable settings at 4K resolution, then you'll want an AMD card of an R9 390X or above. If, however, a lower resolution is being used or you'd like to turn-off some of the effects, then a GTX 970 is suitable at 1080p while a 980 and above are needed for maximum fidelity at higher resolutions.
Final Thoughts
There is something odd afoot that you wouldn't quite expect from a game that's been adamantly ported over to DX12. One would think that a few of the temporal effects, or even the AA methods used, would be offloaded to the compute queue, especially on the Xbox One version, which could benefit greatly from asynchronous compute. But though it's definitely DirectX 12, there doesn't seem to be anything actually being put into the compute queue at all. It's empty. Even though AMD has quite the large advantage in all resolutions, it isn't because of asynchronous compute at all, but due to something else entirely. Taking a look at GPUView after a particularly grueling session revealed literally nothing but the render queue full, to the brim. Regardless of how they get the work to the GPU and our screens, it still looks quite good, and though it's odd that there's little difference between 720p and 1080p, it's quite good looking at higher resolutions, and it even runs well enough to be playable at anything but 2160p. As we said in the review itself, the gameplay is great, if the game as a whole is a bit lacking. But regardless, it runs, and even runs acceptably on AMD hardware at the moment, despite not making use of asynchronous compute. Be sure to let us know how your system runs in Quantum Break and if you see any other issues that we haven't yet.
Izgleda da je dx12 daleko od toga da ispuni svoj puni potencijal vec sad....aj da mu se pruzi shansa,mozda ce u buducnosti doneti bolju optimizaciju i performanse pre svega...
Off --- pazario sam r9 380x nitro...shuricu je na i5 2500k..pa se iskreno nadam da ce dx12 pruzati ono sto se od njega ocekuje za godinu ili dve..
Pazaricu polaris tamo 2019 kad bude izasao Nikopolidishahaha...kaskam za tehnologijom i trendovima u it industriji..tesko je to ispratiti kad imas platu 300 eur! Neka mene sa 380x
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Ps. Nada umire poslednja
Razlog za to je ovaj:hahahahha GOW svaka cast, ja sam igru kupio ali ruzniju igru skoro nisam vidiosreca pa ej dobar gameplay
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Render technique and resolution on Windows 10
The Windows 10 version of Quantum Break uses the same reconstruction method as on Xbox One. If your resolution is set to 1080p, the game temporally reconstructs the image (except UI) from four 720p buffers rendered with 4xMSAA, just like on Xbox One. 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.
Razlog za to je ovaj:
The Bottom Line
Hitman (2016) is a bit of a miss in the graphics and graphics features department. The one forward looking feature it has, DX12, is currently broken for all intents and purposes. With constant freezing and lock-ups DX12 is currently un-usable actually playing Hitman.
I find Hitman to be a fun title, but they probably should have stuck at DX11. The many DX12 related issues we stumbled into might be fascinating for a technology editor, but for an end-user a darn shameful experience. I mean active framelocks that we can only disable by using 2 monitors and varying refresh rates etc ... come on.
Hitman is an exploratory lesson in how to properly implement DirectX 12 into a game in these early stages of the API.
Early stages of the API... koji postoji vec godinu i kusur dana. Vulkan je finalizovan pre par meseci, bilo je par problema slicne prirode u Talosu ali su vec sredjeni. Pritom Croteam niko ne sponzorise da naprave Vulkan backend. Sramota koliko je propao Microsoft, nemaju nijedan novi consumer related proizvod koji radi kako treba.
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