Caporegime
People really stop looking at small differencies in frames. IF you are gpu bound in dx11 and dx12, it's only normal that you can get better score in DX11 sometimes, as it's not synthetic benchmark and workload is a bit different each time. For non synthetic benchmark it's suprisingly consistent.
First tests look promising. However there really is something odd going on with AMD cpu's . Let's wait for new versions of drivers and game to see how things evolve.
Edit, AMDMatt's post shows that cpu scaling for 8 cores is there. But the game just is very demanding for GPU aswell (unlike starswarm), that's why we don't see big differencies between fastest 4 cores and 6/8 cores.
Matt, would it be possible for you to run cpu test in that benchmark, and post cpu core usages?
Sure. I nabbed this screenshot whilst the bench was running, 100% utilisation for each thread. I will post the results shortly.
As for the bench itself it seems perfectly fine to me, as the details and resolution increase the FPS goes down. I'm sure the driver issues that are causing odd results with be fixed, but from our perspective things are working as they should.
ExtremeTech said:For all the fuss about Oxide’s supposed MSAA bug, we expected to see Nvidia’s performance tank or some other evidence of a problem. Screenshots of DX12 vs. DX11 with 4x MSAA revealed no differences in implementation, as per Dan Baker’s blog post. All that happens, in this case, is that AMD goes from tying the GTX 980 Ti to leading it by a narrow margin. In DirectX 11, Nvidia’s 4x MSAA scores were 15.6% lower at 4K and 7.7% lower at 1080p. AMD’s results were 6% and 3% lower, but there’s clearly some non-optimized code paths on AMD’s side of the fence when using that API.
Source
http://www.extremetech.com/gaming/2...he-singularity-amd-and-nvidia-go-head-to-head
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