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Rise Of The Tomb Raider PC Patch Adds DX12 Multi-GPU & ASync Compute Support & More

Couldn't find any site who has benched this yet (was expecting PcGamesHardware.de to be amongst the first as they are usually very but nothing yet).
As usual continuing from the trend set by the first modern low-level API (Mantle), the min frames seem to have gotten the biggest gains.
Rather than saying that the difference was +19%, thebennyboy's results actually show an average min score across all three section of +48% and the Geothermal Valley mins scores just under 180% of the old score which is almost double.

Some of the results posted do have crazy mins for DX11. Guess proper stats would be after excluding those outliners - assuming those really low mins of 1-8FPS were not very common.
A pity some posters only posted the overall score though.

Sorry

Length = 10.5"
Height = 4.376"
Width = 2 Slot


:p
What does that strange " symbol mean? Some kind of medieval measurements based on some monarch digits perhaps? :D
 
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Very glad I went for a 1070 rathern than a 980ti - Maxwell's being left behind in the dust after all.

Does indeed seem like NVIDIA gave them the go ahead to release this async patch once Pascal was ready, NVIDIA have such massive market power after all.

GTX 980 Ti would never gain from DX12 if Nvidia wanted Maxwell be left behind.

GTX 980 Ti is getting 5% boost on DX12 compare to DX11.

Sorry for my bad English.
 
i dont think there is anything untoward going on, just the same thign we see with every new card.

The new drivers benefit the new cards more and always have. over time you egt about another 20% performance out of your new gpu, the old ones have pretty much reached a plateau.

Pascal is meant to handle Async much better than Maxwell is just just relying on pure brute force. so I would expect to see 1070s outperform 980ti in dx12/async games.
 
Right just run the benchmarks at very high no aa and got the following

1080p

DX11
1 GPU 115.16
2 GPU 121.30

DX12
1 GPU 120.47
2 GPU 159.87

2560

DX11
1GPU 86.54
2 GPU 99.98

DX12
1 GPU 89.40
2 GPU 126.31

4K

DX11
1 GPU 43.83
2 GPU 72.56

DX12
1 GPU 42.29
2 GPU 65.54

Not sure why the drop if frames going from dx11 to dx12 at 4k.
 
Very glad I went for a 1070 rathern than a 980ti - Maxwell's being left behind in the dust after all.

Does indeed seem like NVIDIA gave them the go ahead to release this async patch once Pascal was ready, NVIDIA have such massive market power after all.

It helps Nvidia users feel the need to upgrade from Maxwell to Pascal.
 
The difference here isn't the performance of a 1070 or 1080 from DX11 to DX12.

It's bench-marking it in DX12 before the patch and after on both a 1070/1080 and AMD 390/480.

Will give an indication on async implementation Nvidia vs AMD.

So for example, if a 390/490 gains 10% and the Nvidia cards gain 1/2%.. We know that despite all of Nvidia's raving, they still haven't figured a way to utilise async properly with the Pascal cards. Well, at least gives an indication of such.. Would need a good few games to show the same behaviour before its firm.
 
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The difference here isn't the performance of a 1070 or 1080 from DX11 to DX12.

It's bench-marking it in DX12 before the patch and after on both a 1070/1080 and AMD 390/480.

Will give an indication on async implementation Nvidia vs AMD.

So for example, if a 390/490 gains 10% and the Nvidia cards gain 1/2%.. We know that despite all of Nvidia's raving, they still haven't figured a way to utilise async properly with the Pascal cards. Well, at least gives an indication of such.. Would need a good few games to show the same behaviour before its firm.

Agreed. I have seen one result online where all the performance gain on Nvidia cards is from the patch and switching async on/off does nothing.
 
i7 3770k @4.2 with AMD 290 @1050/1300

1080p SMAA - All Maxed apart from Textures on High and Motion Blur Disabled.
DX12 on the left - DX11 on the Right

image.jpg

1440p SMAA - All Maxed apart from Textures on High and Motion Blur Disabled.
DX12 on the left - DX11 on the Right

image.jpg
 
Does anyone know why this game doesnt get tearing, i noticed when i was testing the new patch that it never seems to tear. I jumped into a game and tried my hardest to get some screen tearing but it just doesnt happen in dx11 or 12, all my other games tear like mad when i turn off vsync, its very strange that this one doesnt.
 
Does anyone know why this game doesnt get tearing, i noticed when i was testing the new patch that it never seems to tear. I jumped into a game and tried my hardest to get some screen tearing but it just doesnt happen in dx11 or 12, all my other games tear like mad when i turn off vsync, its very strange that this one doesnt.

are you playing the game through Windows store ? the app enables Vsync automaticaly, i dont know if they patched it yet to allow you to disable it.
if you are playing on steam, check GPU drivers, maybe it enabled to the game profile.
 
Its the steam version, vsync aint on cause im getting between 70 and 140 fps on my 60hz monitor.

Normally in other games i get a lot of tearing if i dont turn vsync on but in this one i just dont get any.
 
I only have a dx12 pic to show since I can't even run 3 gpu's in dx11 without serious serrriouuus hitches and issues. I'm very happy with how the game plays especially with freesync :D

3 x 290's @ 1060/ 1300 stock volts DX12

IjzJtkf.jpg
 
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