Subject: General Tech | March 9, 2016 - 05:40 PM | Scott Michaud
Tagged: Oxide Games, ashes of the singularity, Star Swarm, dx12, DirectX 12
Ashes of the Singularity, by Oxide Games and Stardock, the RTS that spawned from the Star Swarm demo, will be released on March 31st. Unless something sneaks in before then, this will pretty much be our first look at DirectX 12 in a full, released game, and pretty much the only one to take advantage of its ability to draw many simple objects.
Again, I'm excluding released games based on engines Unreal Engine 4, because you don't have full DirectX 12 support if your engine provider doesn't claim full DirectX 12 support. I'm pretty sure they just enabled Epic's experimental feature, rather than beat them to overhauling their hardware interfaces. I'm also ignoring Gears of War Ultimate Edition because of the state it launched in.
It seems like the only source for this news is PC Gamer. Stardock hasn't officially said what will change in this launch from the previous beta release (Beta 2). The game currently supports mixed multi-GPU on DirectX 12, and a variety of other features, which will be interesting to see in official software. Unless we get a surprise in the official announcement, it looks like Vulkan might be a “patch after launch” thing, though.
Competition is a Great Thing
While doing some testing with the AMD Athlon 5350 Kabini APU to determine it's flexibility as a low cost gaming platform, we decided to run a handful of tests to measure something else that is getting a lot of attention right now: AMD Mantle and NVIDIA's 337.50 driver.
Earlier this week I posted a story that looked at performance scaling of NVIDIA's new 337.50 beta driver compared to the previous 335.23 WHQL. The goal was to assess the DX11 efficiency improvements that the company stated it had been working on and implemented into this latest beta driver offering. In the end, we found some instances where games scaled by as much as 35% and 26% but other cases where there was little to no gain with the new driver. We looked at both single GPU and multi-GPU scenarios on mostly high end CPU hardware though.
Earlier in April I posted an article looking at Mantle, AMD's answer to a lower level API that is unique to its ecosystem, and how it scaled on various pieces of hardware on Battlefield 4. This was the first major game to implement Mantle and it remains the biggest name in the field. While we definitely saw some improvements in gaming experiences with Mantle there was work to be done when it comes to multi-GPU scaling and frame pacing.
Both parties in this debate were showing promise but obviously both were far from perfect.
While we were benchmarking the new AMD Athlon 5350 Kabini based APU, an incredibly low cost processor that Josh reviewed in April, it made sense to test out both Mantle and NVIDIA's 337.50 driver in an interesting side by side.
Subject: General Tech | January 15, 2014 - 03:50 PM | Jeremy Hellstrom
Tagged: Star Swarm, Oxide Games, Nitrous, Mantle, gaming, amd
Without having seen Frostbite run in Mantle there is still some supposition as to the true effect of the new technology; will it increase the performance of high end PCs and allow lower end ones to do things they cannot under DirectX? Engadget has a video of a different Mantle based engine called Nitrous, displaying a demo called Star Swarm which can display thousands of objects simultaneously on screen. In the video they switch to DirectX to show you how much the demo slows down and what effects need to be disabled to be able to make it perform as it does under Mantle. If this translates to real game performance Mantle could totally change RTS and most other types of games by a huge margin. Let's hope it arrives soon now that Kaveri is out!
"Some RTS games set the limit at 50-70 units, while others can cope with as many as 500, but a new game engine called Nitrous takes things up a level: It uses AMD's Mantle programming tool to speed up communication between the CPU and GPU, allowing up to 5,000 AI- or physics-driven objects (i.e., not mindless clones or animations) to be displayed onscreen at one time."
Here is some more Tech News from around the web:
- Wot I Think: Long Live The Queen @ Rock, Paper, SHOTGUN
- Importance of AMD TrueAudio in Thief explained by Eidos Montreal @ HEXUS
- White Heat: White Night Is Beautifully Unnerving @ Rock, Paper, SHOTGUN
- OpenMW Brings Morrowind To Cross-Platform Engine @ Rock, Paper, SHOTGUN