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DirectX 12 support for Rise of the Tomb Raider now available

I must have been dreaming. I could have sworn blind that several people had claimed that NVidia had paid to remove DX12 from this game ;)

First time I heard this?
The claims I heard (and made) are that they got involved with development of the PC version so that they could have some control over what was used, hence the removal of DX12 and A-sync from the initial release. That's what matters, How it was on release, We've all played it now.

I'd like to know what actual changes there are for this so called DX12 patch,
Is A-sync being used as it was in the original?
After all the hoo hah about DX12 and here it is degrading performance. WTF!
 
First time I heard this?

I'd like to know what actual changes there are for this so called DX12 patch,
Is A-sync being used as it was in the original?

Think we all would like to know what parts of DX12 are being used, going off the first info we got a few weeks back only the max v2 cards i.e 980ti would be able to run the DX12 stuff they planned to put in as it was the DX12.1 parts which no AMD card could do,

I also think that a-sync is NOT being used as Nvidia have not turned it on in the drivers yet as far as we know (think someone posted a comment from Nvidia the other day, to explain the HITMAN & ashes issue under DX12)

Its good to see DX12 starting to get out and about but its early doors and we have Nvidia being a little shy on details & AMD just saying A-sync
 
hmm, I have a 5820K, it is not struggling at all with any DX11 software,
seems like theres no benefit to using DX12 unless it can improve VR in some way, this is going to hurt windows 10 adoption which is already in trouble due to microsofts stupid ideas and close affiliation with the american government
 
First time I heard this?
The claims I heard (and made) are that they got involved with development of the PC version so that they could have some control over what was used, hence the removal of DX12 and A-sync from the initial release. That's what matters, How it was on release, We've all played it now.

I'd like to know what actual changes there are for this so called DX12 patch,
Is A-sync being used as it was in the original?
After all the hoo hah about DX12 and here it is degrading performance. WTF!

https://forums.overclockers.co.uk/showthread.php?p=29119492#post29119492

Pretty much from post 73 started the "NVidia paid to have DX12 removed" but I don't really care. It just made me chuckle that the conspiracy theorists make these claims but then you don't see them coming back to admit they were wrong. All good and just discussions.
 
https://forums.overclockers.co.uk/showthread.php?p=29119492#post29119492

Pretty much from post 73 started the "NVidia paid to have DX12 removed" but I don't really care. It just made me chuckle that the conspiracy theorists make these claims but then you don't see them coming back to admit they were wrong. All good and just discussions.


All too true unfortunately.

I'm also amused at the complaints that it's not a "real" DX12 patch if it doesn't have async compute, which is not even part of DX12.
 
Async support confirmed.

Another big feature, which we are also using on Xbox One, is asynchronous compute. This allows us to re-use GPU power that would otherwise go to waste, and do multiple tasks in parallel. And there is a never before seen level of control over NVIDIA SLI and AMD CrossFireX configurations, which means that as a developer we can take full control over those systems and ensure users get a great experience with them.

Being one of the first game titles out there using DirectX 12 there are still many more optimizations to make and DirectX 11 is available for the most predictable and proven experience. However, as seen above there are large gains to be found already, and we encourage you to check out DirectX 12 for yourself in our latest patch!

http://tombraider.tumblr.com/post/140859222830/dev-blog-bringing-directx-12-to-rise-of-the-tomb



First time I heard this?
The claims I heard (and made) are that they got involved with development of the PC version so that they could have some control over what was used, hence the removal of DX12 and A-sync from the initial release. That's what matters, How it was on release, We've all played it now.

+1
 
Best viewed on 4K monitor so you can read FPS counter.
Lost Expedition Chapter + benchmark.
Rise of the Tomb Raider DX11 vs DX12

Running medium/high CPU so FPS is pretty much the same in DX11 and DX12.
Users with slower CPU'S will see much more of a difference in DX12 with higher FPS.
 
All too true unfortunately.

I'm also amused at the complaints that it's not a "real" DX12 patch if it doesn't have async compute, which is not even part of DX12.

I'm not sure about the "Real" DX12 patch bit but it does seem a bit half cocked and I am sure this is down to ROTTR not being designed from the ground up with DX12 in mind from the off. Also we will have to wait until the devs really get to grips with DX12 before seeing really big improvements.

As others have said, It is early doors for all this and we all need a tad bit of extra patience for DX12 and the new cards to come bouncing into the room. Should be more news next Monday from GDC though. I think Nvidia will make a big announcement next week as I believe they have been silent for a reason.
We will all just have to wait and see. :)
 
Well I have just tested at 720P and frames were 140 with DX11 and 154 with DX12 (10% increase), so clearly DX12 is making use of the CPU bottleneck situation and if you have an older/AMD CPU, you will see gains with NVidia and DX12 if your CPU is struggling somewhat. With 1440P, there is less CPU usage, so a possible reason why I was seeing more frames with DX11 over DX12.
 
I hope games coded from the ground up with DX12 aren't this naff for us users with new hardware and at 1440p+

So far it looks like it's only going to benefit those at lower resolutions or with older CPU's or in heavily CPU bound games which are few and far between.
 
I hope games coded from the ground up with DX12 aren't this naff for us users with new hardware and at 1440p+

So far it looks like it's only going to benefit those at lower resolutions or with older CPU's or in heavily CPU bound games which are few and far between.

I hear that and I said the same about Mantle and how the biggest benefit was to those with lower CPU's or multiple cards. They just need to get SLI and CF working in ROTTR and I am sure mGPU users will start to see some nice benefits.
 
I hear that and I said the same about Mantle and how the biggest benefit was to those with lower CPU's or multiple cards. They just need to get SLI and CF working in ROTTR and I am sure mGPU users will start to see some nice benefits.

It would be great benefit for me (GTX 580 3GB vram) and FX processor. However Nvidia is holding back Fermi DX 12 driver.
 
So far it looks like it's only going to benefit those at lower resolutions or with older CPU's or in heavily CPU bound games which are few and far between.

Thus was only ever going to be the case though.

Some of the things we will see is an increase in the amount of unique objects and textures since api calls will be less limiting, this will increase memory requirements. There is also good scope for increasing texture resolution and having texture resources streamed due to finer memory managment.

Many implementations will be no faster than DX11 though, and could slip backwards b2cause it depends on developer's optimizing for specific architectures instead of the IHV. The use of Middleware like GameWorks wI'll likely increase.
 
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