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.
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.
'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.
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.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.
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.
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*: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.