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Hitman Benchmark

It is the people who will keep their cards into late 2017/18 who will struggle as more dx12 games come out.

looking at the 960 it has fallen off a cliff compared to 280/x
 
Are these benchs on max settings(Including AA?).If so looks good,really excited for this game :D

Will post performance impressions later on 2nite after it unlocks!
 
How does the pricing work for this? You pay £40 for one level (with some replay value)? And have to pay for each episode/level that comes out?
 
How does the pricing work for this? You pay £40 for one level (with some replay value)? And have to pay for each episode/level that comes out?

Base edition costs £10,you get the first location and set of missions.For £40 you get all the future content(locations and missions) with no extra charges.
 
Computerbase benchmarks http://www.computerbase.de/2016-03/hitman-benchmarks-directx-12/2/

1080p
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1440p
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2160p
T1xuF5I.jpg
 
Keep it in perspective people. The furyx managed 4fps more with async @ 1080p. And less the higher res you go, i thought async would have helped a lot more tbh.

Amd seem to have done a good job with hitman on dx11 or dx12 so praise to them for that.
 
A-sync will only become widespread when Nvidia do it proper in Hardware as well, until then, forget it.

Considering this, I'd say the only reason not to enable it in the PC version (if it's already on consoles), is either due to laziness from the devs or convincing from nVIDIA. Either way, it's bad for gamers.

I'm not sure you understand the nature of this feature. There are 2 main types of tasks for a GPU, graphics and compute. D3D12 exposes main 2 queue types, a universal queue (compute and graphics), and a compute queue. For Ashes, use of this feature involves taking compute jobs which are already part of the frame and marking them up in a way such that hardware is free to coexecute it with other work. Hopefully, this is a relatively straightfoward tasks. No additional compute tasks were created to exploit async compute. It is merely moving work that already exists so that it can run more optimally. That is, if async compute was not present, the work would be added to the universal queue rather than the compute queue. The work still has to be done, however.

The best way to think about it is that the scene that is rendered remains (virtually) unchanged. In D3D12 the work items are simply arranged and marked in a manner that allows parallel execution. Thus, not using it when you could is seems very close to intentionally sandbagging performance.
 
So you get interested and finish that part of the game and you have to wait 1 week to 3 months to carry on your game?

Just NO! Dx12 or not that's just ridiculous.

Yes but I'd rather have that level now instead of having to wait six months for any of it. Just finished XCom 2 and I need this now :D
 
Added results for Titan X and 970.

vqpEeUe.png


TitanX stock but 970 and 980ti has high oc. Why not just test them all oc or not.

390x beasting a TitanX. I should have bought one of them :(
 
I laughed when one of the nvidia reps tweeted that nvidia not enabling the a-sync shaders yet is a FUN fact. It is a sad fact: for one if a-sync are functional on nvidia and nvidia is holding it away from their customers, and second - if it is not functional, but they are lying about it to their customers that they are functional. And 3rd, that fun fact is still happening since Ashes initial Alpha release, where they said they are preparing the driver fix for async.
 
I laughed when one of the nvidia reps tweeted that nvidia not enabling the a-sync shaders yet is a FUN fact. It is a sad fact: for one if a-sync are functional on nvidia and nvidia is holding it away from their customers, and second - if it is not functional, but they are lying about it to their customers that they are functional. And 3rd, that fun fact is still happening since Ashes initial Alpha release, where they said they are preparing the driver fix for async.

I think its the second.
 
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