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(The CPU is Bottlenecked) By the DX API because it cannot process for the Drawcalls the CPU can calculate, so while The GPU usage is dropping through lack of CPU performance, its not the CPU 'sitting on the other side of the DX API' that is the problem, its the API getting in its way.
The GPU asked DX for 8K parallel Drawcalls, The API said; i can only give you 5K, thats all i can process. the CPU on the other end calculating those Drawcalls is saying to DX, 5K? is that all you want? *yawn* the GPU back to the DX API. ok, i will have to slow things down at this end so you can keep up.
DirectX, or rather DirectX 11, is Multi-threaded. "DX Deferred Path" Google it its used in BF3 and 4, the problem with DirectX is DirectX, DX Deferred or not.
They dropped it from BF4 remember, the quote from johan on twitter was that they saw no improvement with it, which is odd as civ5 and the starswarm demo see around 50% increase in fps, and things like AC3/4 see 25-30%
Your summation is also not correct, DX gets cpu bottlnecked when it isnt threading well and a single core hits 100%, not "just because i say so"
Don't waste your time Andy, it is like talking to a brick wall
They dropped it from BF4 remember, the quote from johan on twitter was that they saw no improvement with it, which is odd as civ5 and the starswarm demo see around 50% increase in fps, and things like AC3/4 see 25-30%
Your summation is also not correct, DX gets cpu bottlnecked when it isnt threading well and a single core hits 100%, not "just because i say so"
As a PC guy who knows hardware to the metal, I spend most of my days in frustration knowing damn well what I could do with the hardware, but what I cannot do because Microsoft and IHVs wont provide low-level GPU access in PC APIs. One simple example, drawcalls on PC have easily 10x to 100x the overhead of a console
(The CPU is Bottlenecked) By the DX API because it cannot process for the Drawcalls the CPU can calculate, so while The GPU usage is dropping through lack of CPU performance, its not the CPU 'sitting on the other side of the DX API' that is the problem, its the API getting in its way.
Check your user settings file.
If my summation is not correct then so it is for this guy and everyother professional who has commented on it.
Johan Anderson posted on twitter saying that they'd dropped command lists because there was no benefit and in fact a detriment in some cases (e.g. AMD) in using them... you use deferred contexts to build command lists so using one without the other is a bit pointless... I'm not sure whether to believe anything Johan says on twitter in that case, as he seems to not realise his own game still uses DC
http://www.behardware.com/articles/770-2/report-amd-radeon-hd-5870-and-5850.html
DC should work fine ?
seems it was tested on a 4890 even
We tested this on a Radeon HD 4890 with a demo supplied by Microsoft in its SDK and which works on all Direct3D 10 cards. This represents a scene limited by the CPU,
- Rendering in immediate context mode: 55 fps
- Rendering in deferred context mode, not multithreaded: 48 fps
- Rendering in deferred context mode, multithreaded: 78 fps
might be since way back when this was tested DC when it wasnt multithreaded (assuming a single core cpu) was slower would be a valid reason for the Demo now it to be disabled by default
tell you what, why don't you actually test SS with DC on yourself and tells us what results you get
And what was Cpu usage like, per core?