Deus Ex Mankind Divided DX 12 Performance Review

lmao so nothing has changed and it's actually worse.

TBH? DX12 is turning out to be ball suckingly bad. So much PR and promises and BS.

This gen of console "ports" absolutely friggin' stink man. I just hope devs get to grips with it all soon because I am really starting to avoid games which is not like me at all.
 
I don't understand why you keep complaining. No game has been built entirely on DX12 based engines. You aren't going to see the benefits.

In addition, you'd be better off testing with slower CPUs vs faster CPUs to see if it's actually helping. That's where benefits come from, DX12 is all about the CPU, being GPU limited in both cases doesn't showcase anything besides the fact that if they are equal performance in DX11/12 then it's actually working correctly. Any gains would be marked as very successful.
 
I see a boost with my Sli of 980ti from dx11 to dx12. I test with ultra preset and Msaa off. At 3440x1440:

DX11:
Avg 46.3
mini 37.2
max 56.3

DX12:
avg 63.0 (+36%)
min 51.9 (+39%)
max 74.6 (+32%)
 
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I see a boost with my Sli of 980ti from dx11 to dx12. I test with ultra preset and Msaa off. At 3440x1440:

DX11:
Avg 46.3
mini 37.2
max 56.3

DX12:
avg 63.0 (+36%)
min 51.9 (+39%)
max 74.6 (+32%)

That is a huge performance gain there, sadly I do not have two matching GPUs to test, otherwise I would have tested it.
 
That is a huge performance gain there, sadly I do not have two matching GPUs to test, otherwise I would have tested it.

I have seen a guy in my Deus Ex MD bench thread get a nice performance increase with DX12 SLI 1080s.

Having said that was it really DX12 itself that gave the increase as it all that has really happen is SLI scaling has improved a bit. I have seen much better SLI scaling in DX11 with other games when the game and drivers have been good in the first place.

The other thing that is concerning is 980 Ti's and 1080s are NVidia cards, they have poor hardware DX12 support to start with so are we really just looking at an improved SLI profile.
 
For dx11, it's better select overwatch Sli profile with inspector software. I tested dx11 version with this profile ;)
 
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I don't understand why you keep complaining. No game has been built entirely on DX12 based engines. You aren't going to see the benefits.

In addition, you'd be better off testing with slower CPUs vs faster CPUs to see if it's actually helping. That's where benefits come from, DX12 is all about the CPU, being GPU limited in both cases doesn't showcase anything besides the fact that if they are equal performance in DX11/12 then it's actually working correctly. Any gains would be marked as very successful.

Wait what? I was under the assumption that it was the other way around :huh:
 
lmao so nothing has changed and it's actually worse.

TBH? DX12 is turning out to be ball suckingly bad. So much PR and promises and BS.

This gen of console "ports" absolutely friggin' stink man. I just hope devs get to grips with it all soon because I am really starting to avoid games which is not like me at all.

Look back at the launch of DX11 and see how bad it was. now its flawless. So take it easy, pal
 
DX11 was fine at launch. Dirt 2 was fine (awesome even) and F3AR was fine also. I don't recall any DX11 titles being particularly bad performance wise.

Crysis 2 had horrible over-tesselation issues, and rendering of tessellated water even when occluded when the dx11 patch dropped. Compare that game with Crysis 3, Both DX11. One just happened to come later in the API's lifetime.

Human Revolution has a similar issue with over tessellation, in which getting closer to a wall until it completely obstructs your view, it will continuously be more and more tessellated the closer you get unnecessarily. The lowest frame rates i ever got in that game were right up against a wall.

Dragon Age II had poorly implemented dx11 features, notably tessellation ( http://s2.photobucket.com/user/borcth/media/off.jpg.html ) and the DoF

Metro 2033 was horrible optimized in all aspects, yet 2033 redux/ Last light look much better, and run way better, now that they have a better grasp of DX11

Civ V's implementation of Dx11 did little beyond Tessellate and still ran horribly at late stages of the game. But Civ:BE, regardless of how underwhelming the game was, ran significantly more smoothly, as dx11 has matured greatly since then.


Don't have any experience with F3AR dx11 or dirt 2 (Dirt 3 ran great) But most dx11 implementations early on were either horribly done, or did nothing and was just there to check a box, sort of how dx12 is ATM.
 
I never played Crysis 2 in DX11 so couldn't answer on that one. I remember reading it tanked performance but that was due to the over tessellation issues you mention. It looked more than good enough in DX9 and absolutely flew any way. Plus IIRC it was not even released as a DX11 game, the patch came later.

Metro 2033? never played it until Redux. I own them both now and Last Light is one of my favourite games of all time but 2033 seemed to be harsh when it came to difficulty and I lost my rag with it. It feels far more primitive than LL and never got good reviews any way.

However, one thing you are not taking into account here I feel is that DX11 bought *serious* visual upgrades. Ones that you could flick a switch and turn on and off to see just what it was doing (Heaven for example, oh and Crysis 2). So the performance hit was kind of expected, given we were going to a new level.

However, DX12 brings no such improvements whatsoever. It was designed (apparently) solely to reduce the overheads on your CPU and let the GPU do the work. We were told (erroneously) that older hardware would perform better under DX12 than DX11. Which is not the case so far. DX12 actually performs within a margin of error or in this case, worse.

If there was a good DX12 title that actually demonstrated the improvements then I would be far less inclined to give it a hard time. If devs had worked with M$ (and the other way around also !) I would not have the argument that I do. But it seems neither have a jar of glue what the hell they are doing and so we've got crap as usual.

Of course, DX12 would probably look less worse if it were not for the fact that we have been physically shown what happens when an API plays ball in the way DX12 is supposed to. Look at Vulkan and the gigantic performance increase you get when using it. It's not even in the ball park, or country, or planet.

*that* is what we were promised with DX12. All we've got instead are games with training wheels attached to them whilst the so called experts learn how to balance. And these are supposed to be the professionals.

I don't understand why you keep complaining. No game has been built entirely on DX12 based engines. You aren't going to see the benefits.

In addition, you'd be better off testing with slower CPUs vs faster CPUs to see if it's actually helping. That's where benefits come from, DX12 is all about the CPU, being GPU limited in both cases doesn't showcase anything besides the fact that if they are equal performance in DX11/12 then it's actually working correctly. Any gains would be marked as very successful.

See also - Vulkan and the correct way to do it. I'm complaining because this supposed new gen of games that were going to perform much better than the old ones are actually worse than the old ones in pretty much every way.
 
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The main issue with crysis 2 was the hugely inflated polys of the environment models, that was its crippling factor. Devs really need to take more time with optimising the engines, CDPR are testament to this.
 
Civ V's implementation of Dx11 did little beyond Tessellate and still ran horribly at late stages of the game. But Civ:BE, regardless of how underwhelming the game was, ran significantly more smoothly, as dx11 has matured greatly since then.

Civ V's problems late in the game are down to the CPU, not the GPU and tessellation.

The number crunching becomes to much for the CPU and even a 6950X can not run it very late in the game on a huge map with a huge empire.

The game devs did do something in Civ:BE to avoid this, they reduced the size of the maps available in the options to hide the problem lol.

Even using a Pascal Titan to play Civ V makes absolutely no difference to performance as the problem is with the CPU.

DX12 is like the Emperors new clothes, it is garbage but no one wants to say it.
 
Civ V's problems late in the game are down to the CPU, not the GPU and tessellation.

The number crunching becomes to much for the CPU and even a 6950X can not run it very late in the game on a huge map with a huge empire.

The game devs did do something in Civ:BE to avoid this, they reduced the size of the maps available in the options to hide the problem lol.

Even using a Pascal Titan to play Civ V makes absolutely no difference to performance as the problem is with the CPU.

DX12 is like the Emperors new clothes, it is garbage but no one wants to say it.

Mantle did help with late game performance in Beyond earth, so hopefully DX12 will have a similar effect.
 
Mantle did help with late game performance in Beyond earth, so hopefully DX12 will have a similar effect.

Yeah see even Mantle showed a lot more promise than DX12. In BF3 the frame gains were pretty decent (though nothing on Vulkan) but yeah, that's how you showcase a new API.

M$ just seem to be using DX12 to get more people onto Windows 10 and more people into their store. And that sucks, just like GFWL sucked.

I really hope devs give them the rough end of a pineapple and use Vulkan instead.
 
Mantle did help with late game performance in Beyond earth, so hopefully DX12 will have a similar effect.

I was not a big fan of Mantle but at least it did show real benefits on a lot of hardware.

In comparison DX12 is shaping up to be an epic fail. If I was even more cynical I would say it is more of a Microsoft marketing tool to lock people into Windows 10.
 
I was not a big fan of Mantle but at least it did show real benefits on a lot of hardware.

In comparison DX12 is shaping up to be an epic fail. If I was even more cynical I would say it is more of a Microsoft marketing tool to lock people into Windows 10.

The big problem is that most developers do not know how to work with DirectX 12 yet. Hopefully, they will learn in time and more importantly share that information with others at events like GDC.
 
The big problem is that most developers do not know how to work with DirectX 12 yet. Hopefully, they will learn in time and more importantly share that information with others at events like GDC.

I think it is more along the lines that they can not be bothered.

Don't Microsoft sell games, if they can not get it right no one will.:D
 
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