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DOOM benchmark Result Thread.

Oh come on, we've got a couple of games that have been patched later which AMD do well in, and its posted all the bloody time, big sodding deal, show me some actual proper Dx12 games, and a good amount of them, as a couple of games that have been patched later, and ran on old cards, means nothing to me, as i can't possibly take AMD having far, far superior peformance in Dx12 than Nvidia from that, you're having a giraffe :D
 
Depends on what their definition of "big gains" is. Devs seem to go a bit overboard at the prospect of a few percent.
 
Depends on what their definition of "big gains" is. Devs seem to go a bit overboard at the prospect of a few percent.

It depends on how many of the shaders aren't being used without async. I don't know if there is any way to find out other than estimating from the before/after results.
 
Oh come on, we've got a couple of games that have been patched later which AMD do well in, and its posted all the bloody time, big sodding deal, show me some actual proper Dx12 games, and a good amount of them, as a couple of games that have been patched later, and ran on old cards, means nothing to me, as i can't possibly take AMD having far, far superior peformance in Dx12 than Nvidia from that, you're having a giraffe :D

The only full on dx12 games are Quantum break which there is no other version and Ashes so make of that what you will. I for one am glad i went Amd as i am confident dx12 is pretty well supported on my card and yours lol.
 
But also it seems the Ultra setting might have been more a late addition to the game.

Another test:

http://www.pcgamer.com/dooms-nightmare-graphics-image-quality-compared-and-benchmarked/

It appears Ultra requires 5GB of VRAM but only looks slightly better.

Yeah, i see no improvements at all here.

hJiQX6PV726ydESUUzFzoZ-650-80.jpg


:D

It could be that they added uncompressed textures later on for ultra (which seems a stupid and typical thing recently), but at least they are working with AMD on the problem.
 
This makes no sense at all. Why would they use Mantle in the first place if it was nothing like what they they envisioned the final product to be. Vulkan will most likely be Mantle with add ins. From my view point there would be no point in using mantle if it was not close to what was needed.
Mantle wasn’t what they envisioned Vulkan to be but by starting with some of the Mantle code as a baseline they cut out some of the work needed. Mantle was a starting point but Mantle itself was a very limited and a bias API. Large parts of it was changed to make it a very flexible and none bias API. But due to the large changes Vulkan no longer favors AMD and instead treats all GPU vendors as first class.

If Vulkan was just Mantle with add-ons it would be called Mantle 2.0 also if Vulkan was Mantle with addons then Tile based cards wouldn’t have benefited as much as they have. Both OpenGL and Mantle are very unfavorable towards Tile based GPU’s while Vulkan is very favorable towards Tile based GPU’s. In fact Tile based GPU 's gain more from Vulkan then AMD cards do. That just one example that proves Vulkan isn’t just Mantle with a few add-ons. Vulkan is far more then just mostly Mantle code.
 
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