DLSS Won't Be Available in EA's Anthem at Launch - Ray Tracing "Could be Added Later"

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DLSS Won't Be Available in EA's Anthem at Launch - Ray Tracing "Could be Added Later"

Turing users will have to make do with TAA at launch.
 
Considering the specs you need to have a decent experience in Anthem I wouldn't want RT on anyway as performance even with DLSS would tank, Pretty sure people can live without accurate reflections in puddles.
 
Considering the specs you need to have a decent experience in Anthem I wouldn't want RT on anyway as performance even with DLSS would tank, Pretty sure people can live without accurate reflections in puddles.

You say that, but I'd love to see better reflections in Resident Evil 2's remake.
 
1 thing I'm hoping they do is sit down with not just Nvidia but AMD as well to get the most out of AMD CPU's and GPU's like Ubisoft have done with The Division 2.
 
1 thing I'm hoping they do is sit down with not just Nvidia but AMD as well to get the most out of AMD CPU's and GPU's like Ubisoft have done with The Division 2.

Everyone should do this always. Isn't the division 2 pure AMD though? Didn't remember seeing Nvidia features in the menu.
 
1 thing I'm hoping they do is sit down with not just Nvidia but AMD as well to get the most out of AMD CPU's and GPU's like Ubisoft have done with The Division 2.

I think any game coded well in DX12 will work well on AMD hardware. BF1 wasn't coded with AMD in mind was it? nor was SOTTR which was an Nvidia game. Yet both absolutely rip on AMD.

The whole 7970 onward fiasco was AMD hedging their bets on DX12. It was why they continued to make tanks, even when Nvidia were making diet dies.

Thing is like I predicted by the time it all came to fruition it was too late, but at least we should get some decent swansongs on Vega cards.
 
BF1's Frostbite engine is an evolution of BF4's, which was the first engine to use many AMD features for optimal use of their hardware both in terms of then new next gen consoles & the PC hardware of the time, including the first low-level API (Mantle, which Vulkan's source code is directly taken from), as well as proper use of 8-cores, which helped a lot given Bulldozer was AMDs high end then & AMD GPUs gained somewhat from the new features enabled by the API too (Even 2014 Kaveri APUs could run it reasonably at 1080p/low).
 
'We can add features that take advantage of your £1200 GPU later on.'

It almost sounds like an afterthought.

To be fair, the game was in development long before developers knew about Tensor cores and their potential gaming applications.
 
To be fair, the game was in development long before developers knew about Tensor cores and their potential gaming applications.

That wasn't really my point, but I do know what you mean and agree. It's just the phrasing of their words, it tickled me.
 
Come on guys be real.:)

Game devs are greedy sods who won't spend money on anything they don't have to. This is why DX12 is not really used properly, why they don't bother with mGPU, Mantle never really got going and it will be the same with Ray Tracing/DLSS.

There was a time when games were original and written by enthusiasts but now it is just a business where they screw every penny out of gamers.
 
Come on guys be real.:)

Game devs are greedy sods who won't spend money on anything they don't have to. This is why DX12 is not really used properly, why they don't bother with mGPU, Mantle never really got going and it will be the same with Ray Tracing/DLSS.

There was a time when games were original and written by enthusiasts but now it is just a business where they screw every penny out of gamers.
I don't really think that's true, DX12 is a far bigger change than any previous DirectX instalment and a lot harder to make good use of with all modern hardware, it takes a very large development team with lots of cooperation with hardware vendors to implement an effective DX12 backend, but now we're seeing the large multi purpose game engines start to implement it meaningfully it's getting wider spread adoption, the same with be the case with DXR, just as it has been with every previous version of DX, there's a huge list of developers, some who create very widely used engines, planning to add at least some form of DXR support sometime this year. You can't really say Mantle never got going, given Vulkan was directly built from Mantle's code, and while Vulkan hardware support has been slower, particularly in mobile systems where Vulkan is most useful, we're now finally starting to see it being used as the defacto cross-platform API.
Given DLSS is a vendor specific API that requires direct collaboration with NVidia and is only applicable to a relatively expensive range of GPUs then yeah, chances are that won't go the same way, but DirectML should allow cross-platform implementations of similar algorithms eventually, we're just a while off seeing it being anywhere near mainstream yet, at least until the consoles have it, which is seeming like next gen given VegaII & Turing already have DirectML support so presumably Navi does too.
 
Anyone wanting to share their thoughts on the demo? I'm giving it a try and it looks nice. Control during flight I'm unhappy with and I find the avaible missions boring and done many times over in previous games. Looks pretty though so I'll continue before making up my mind.

Come on guys be real.:)

Game devs are greedy sods who won't spend money on anything they don't have to. This is why DX12 is not really used properly, why they don't bother with mGPU, Mantle never really got going and it will be the same with Ray Tracing/DLSS.

There was a time when games were original and written by enthusiasts but now it is just a business where they screw every penny out of gamers.

Perhaps. I do believe that games are dictated by console capabilities and any features beyond those capabilities are extracurricular and more often than not ignored.
 
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I don't really think that's true, DX12 is a far bigger change than any previous DirectX instalment and a lot harder to make good use of with all modern hardware, it takes a very large development team with lots of cooperation with hardware vendors to implement an effective DX12 backend, but now we're seeing the large multi purpose game engines start to implement it meaningfully it's getting wider spread adoption, the same with be the case with DXR, just as it has been with every previous version of DX, there's a huge list of developers, some who create very widely used engines, planning to add at least some form of DXR support sometime this year. You can't really say Mantle never got going, given Vulkan was directly built from Mantle's code, and while Vulkan hardware support has been slower, particularly in mobile systems where Vulkan is most useful, we're now finally starting to see it being used as the defacto cross-platform API.
Given DLSS is a vendor specific API that requires direct collaboration with NVidia and is only applicable to a relatively expensive range of GPUs then yeah, chances are that won't go the same way, but DirectML should allow cross-platform implementations of similar algorithms eventually, we're just a while off seeing it being anywhere near mainstream yet, at least until the consoles have it, which is seeming like next gen given VegaII & Turing already have DirectML support so presumably Navi does too.

DX12 is buggy as hell
DX12 has really bad mGPU support
DX12 is even more memory hungry than older APIs
None of the advanced benefits of DX12 have materialised.

How much time do these money grabbing game devs need to even implement the basic stuff with DX12.

As for Mantle there are no new games for one simple reason, the game devs don't support it.
 
DX12 is buggy as hell
DX12 has really bad mGPU support
DX12 is even more memory hungry than older APIs
None of the advanced benefits of DX12 have materialised.

How much time do these money grabbing game devs need to even implement the basic stuff with DX12.

As for Mantle there are no new games for one simple reason, the game devs don't support it.

No that's not right.

I can tell you quite easily why DX12 is problematic.
Decades of driver code vs potentially a single person/small team who's never wrote a driver before. It's going to take years for this to mature, but it's a step in the right direction.
 
DX12 is buggy as hell
DX12 has really bad mGPU support
DX12 is even more memory hungry than older APIs
None of the advanced benefits of DX12 have materialised.

How much time do these money grabbing game devs need to even implement the basic stuff with DX12.
Yep, what SPS said. DX12 in itself is not buggy, does not limit mGPU support in any way, and can be far less memory hungry than older APIs. The very first implementation of DX12 we got was actually excellent, in the Battlefield games, where it delivered *major* benefits to hardware that actually supported DX12, same with Mantle. And no, Mantle is not "In no new games", it's actually in quite a lot, in fact, some next gen engines (Including idTech7) use Vulkan/Mantle *exclusively*:
https://en.wikipedia.org/wiki/Vulkan_(API)#Software_that_supports_Vulkan
It's also quickly becoming the prominent API on MacOS through the MoltenVK layer.

You have to differentiate between the *technology* and an *implementation* of the technology. Low-level APIs like DX12 and Vulkan are initially meant for giant developer teams, several hundred strong multi-billion dollar teams, like DICE, with direct collaboration with hardware vendors. Unless developers essentially rewrite half a GPUs driver for every type of architecture there's not gonna be a whole lot of benefit to a DX12 implementation, developing a DX12 backend can be faaaaaaaaaar more work and far more complicated than creating the game itself. It'll take time to build up libraries and resources that are both optimised enough & clean enough for more normal sized developer teams to start using it properly.

Saying DX12/low-level APIs are bad because the incredibly mature DXold platform can still keep pace with the relatively young implementations of both hardware & software is like someone in 1900 saying cars are pointless technology because horses can still be faster. Most GPUs on the market don't even have proper DX12/Vulkan hardware support yet, and even NVidia's latest and greatest miss what many consider to be key features of it.

You have to think about the costs, is it really worth doubling a games budget to implement a DX12 backend that most hardware can't use properly. For most developers now, no it clearly isn't, but that's not their fault.
 
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