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Is everyone missing the point, they were running it on quad TXs, what use is that ?
Where are the so called performance improvements in DX12 ?
Is quad-SLi Titan X currently API bottlenecked by DX11?
Kaap?
This would have been impressive if it was a single card but for some reason Nvidia/SE thought it was a good idea to show it in QuadSLI..wth!
Even The Order on PS4 has cut scenes that are comparable to this.
Did they think everyone was going to rush out a buy 4xTitanX's?
This would have been impressive if it was a single card but for some reason Nvidia/SE thought it was a good idea to show it in QuadSLI..wth!
Even The Order on PS4 has cut scenes that are comparable to this.
Did they think everyone was going to rush out a buy 4xTitanX's?
This would have been impressive if it was a single card but for some reason Nvidia/SE thought it was a good idea to show it in QuadSLI..wth!
Even The Order on PS4 has cut scenes that are comparable to this.
Did they think everyone was going to rush out a buy 4xTitanX's?
It's just 2 cards, not 4. That Quad SLI is just for fun/show.
The demo is beautiful, way beyond anything made so far real time. Some of you may not be impressed because of the setting of the scene.
https://youtu.be/e1mwhdYZvSE?t=7s
They are using 4 cards, that is a 4 way bridge in use and unlike AMD cards you can not deselect GPUs.![]()
I'm not saying that those 4 cards are running like 2 On while the other 2 are OFF. All of them are working, but the performance given by them is far more than it is required by the demo. Only 2 suffice!![]()
If they are lit and bridged they are using 4 cards.
This is why you see so few 2 and 3 way bench scores from me as I have to turn off the cards on the mobo and fit the appropriate SLI bridge.![]()
ohh wow a demo of their engine whoopty doo. How many previews of game engines seem to look friggin amazing but then actual in game comparisons cannot compare and are no where near the same even on the absolute max details.
give me in game footage with DX 12 not their engine at work. Then i'll colour my self impressed.
The presenter was able to run through the scene manually and adjust various settings like lighting on-the-fly. We’re told that there are over 63 million polygons per scene which is roughly six to 12 times more than is possible in DirectX 11. Perhaps most impressive is the hair as every single strand is being rendered in real-time.