Caporegime
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- 8 Jul 2003
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Might have had something to be concerned about, if all those Dx12 games had appeared last christmas like Microsoft said 

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But you are mixing up my post lol for the record I don't get stutter with dx11 nor dx12
They doesn't after be stutter to make something more smoother to play lol
Do console games at 30fps stutter vs the same game at 60fps on pc? Nope does the 60fps become more smoother? Yes
Keep trying your best at twisting my posts Mr Green you failing.
smooth
smuːð/Submit
adjective
comparative adjective: smoother
1.
having an even and regular surface; free from perceptible projections, lumps, or indentations.
"smooth flat rocks"
synonyms: even, level, flat, as flat as a pancake, plane, flush, unwrinkled, featureless; More
2.
(of movement) without jerks.
"the trucks gave a smooth ride"
dx12 is nothing....yet. it may not be anything at all.moment its just a marketing tool to get you to upgrade.
if the current nvidia cards don't get sorted out for dx 12 performance wise (possibly excluding the 10xx...) then those nvidia users are going to have to upgrade a lot sooner than AMD owners if they want to reap the benefits of low level APIs.
Would you say
Most folks in the industry used to believe FPS averages were a good proxy for smooth animation, but as games and graphics APIs grew more complex, gaps between high FPS averages and good user experiences became more apparent. We didn’t always use the right quantitative language to describe these performance issues precisely. I think with the move to thinking about frame times rather than FPS averages, we’ve solved that problem, so we can more easily pinpoint problems like stuttering. This shift in thinking has slowly diffused across the industry in recent years. The push for VR, with its especially strict latency needs, has helped move things along.
That said, if you look back at the work going on at AMD in the Tahiti era, I think you’ll see incredible innovation that has laid the foundation for where the whole industry is now going. Tahiti was the first GPU with Asynchronous Compute Engines, or ACEs, which is the scheduling hardware that enables async compute shaders with concurrent execution. Our competition still doesn’t have that capability. Variants of this same GCN architecture have driven the majority of consumer game consoles. And during the same era, AMD created Mantle, the first modern, low-level graphics API that served as an inspiration for Vulkan and DirectX 12.
Thanks Tommybhoy let's see how he twist that post![]()
Well after they read 'Our competition still doesn’t have that capability' I'm sure there's a few doing this right now...
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Well after they read 'Our competition still doesn’t have that capability' I'm sure there's a few doing this right now...
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http://www.kitguru.net/components/g...rame-pacing-interview-with-amds-scott-wasson/
Pretty much enforces what shanks said about the smoothness.
– AMD looked to be performing well in DX12 scenarios. Is frame time variance an issue that you have spotted internally and are now fixing at an early stage in the product lifecycle? Or does your Frame Pacing implementation bring other benefits with it ?
Delivering frames quickly and consistently is key to good gaming experiences, so it drives a lot of our priorities.
I believe the work the industry is doing to convert to low-level APIs like DirectX 12 and Vulkan is the single biggest way we can reduce frame-time variance and ensure good experiences. We helped get the ball rolling with Mantle, and we’ve collaborated extensively with the industry since then. AMD has also invested a lot of effort into drivers and software for Vulkan and DX12, and that work has been paying off, as you’ve noted.
Our GCN family of Radeon GPUs is especially well-suited for low-level APIs like DX12. Our advanced scheduling hardware allows async compute shaders to execute concurrently with the main graphics thread. Our support for shader intrinsic functions lets developers take hand-optimized GCN machine code from the game consoles and run it directly on our PC graphics chips. These measures can reduce overhead, improve throughput, and cut frame latencies. The work we did with id Software on Doom Vulkan is a nice example of what’s possible. I think we’re on the right path.
In fact, the frame-time results I’ve seen from our Polaris GPUs look very good across all APIs. Our software guys deserve a lot of credit for that, as does Microsoft for the good work it has done with Windows 10.
To be clear, though, the frame-pacing feature for DX12 only applies to a specific case involving multiple GPUs with AFR, so its benefits are limited to those scenarios.
I wouldn't worry about it too much. These things have been repeated over and over. There's no point worrying about the future, just buy whatever you fancy and enjoy it. You can't keep planning for what happens in the next 2,3,4 years, just buy something good enough so you actually enjoy it instead of watching a stuttering mess.
1070 is a beast of a card and it will serve you well for a several years whatever happens on the API scene. It has the raw power, the memory and efficiency to not have to worry about anything else. There's no point in waiting for some insignificant gains to be had in 3 years from now, with a 1070 you'll enjoy the power you need right now in all the games not just the one or two where an AMD card might shine for a bit.
Look at the numbers and don't get fooled into believing that Doom or Vulkan will guarantee anything. I played Doom myself and while I enjoyed it, that didn't last more than a week or so. You don't buy a card for a week, you buy it to get performance in everything you're doing, all the time.
If there's one thing I would recommend is to look at 10-15 games you fancy now, check the numbers, settings, quality etc, consider your budget, your monitor and resolution and buy whatever makes sense for you. Just don't buy based on 1 or 2 games and one API which may or not be used by anyone else.
Just grab a GTX 1070 it's best value / performance card circa £350 atm, all things considered. Don't worry about future to much..
When DX12 really takes off I'm sure Nvidia's / AMD's cards will be so much better you would be looking at upgrading at that time anyway.
A GTX 1070 until Vega lands and Volta shows up seems like a good bet imho. A bet I have taken myself![]()
Good find and does pull up issues with AMD and DX11 frame times and this is probably why Shanks finds it "smoother"
I will quote the whole thing for clarity.
Frame Pacing and frame times are two different things!! Just too be clear.
I believe the work the industry is doing to convert to low-level APIs like DirectX 12 and Vulkan is the single biggest way we can reduce frame-time variance and ensure good experiences. We helped get the ball rolling with Mantle, and we’ve collaborated extensively with the industry since then. AMD has also invested a lot of effort into drivers and software for Vulkan and DX12, and that work has been paying off, as you’ve noted.