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ME:A Directx 12 confirmed?


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#76
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They included Mantle with DA:I, I think they're doing anything they can do to get away from bloated DX anything.  DX12, with the help of Mantle/Vulcan, has really helped.

 

Yes they did, and they could because it was running on Frostbite 3 which makes it relatively easy. But DX12 has some other features and some are even more refined on DX12. Asynchronous computing was (I mention this a lot because it's the most important when it comes to performance) there but was not utilized to such a degree like they would be able with DX12. Main concern with mantle was reducing software overhead and distributing CPU tasks evenly across all threads and therefore reducing a possible CPU bottleneck. 


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#77
UniformGreyColor

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OK people, its official. DirectX 12 can support multi GPU and/or different brand GPUs working together. This is really exciting and makes me want ME:A to utilize this technology. For those of you who are unaware of what crossfire and SLI is, its basically where you can pair two (or more) of the exact same graphics cards to increase performance by near double what one alone can do in some situations. With the new directx 12 low level API this means that not only can you do two of the exact same card, but you can essentially mix and match different GPUs. This is really big news. I sincerely hope ME:A decides to be a pioneer for this technology and allow directx 12 as a viable API for GPUs to implement all the shiny newness that comes with this API. I am unaware if Vulkan is able to do the same, but this is just another reason why I so want ME:A to implement directx 12.



#78
Revan Reborn

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OK people, its official. DirectX 12 can support multi GPU and/or different brand GPUs working together. This is really exciting and makes me want ME:A to utilize this technology. For those of you who are unaware of what crossfire and SLI is, its basically where you can pair two (or more) of the exact same graphics cards to increase performance by near double what one alone can do in some situations. With the new directx 12 low level API this means that not only can you do two of the exact same card, but you can essentially mix and match different GPUs. This is really big news. I sincerely hope ME:A decides to be a pioneer for this technology and allow directx 12 as a viable API for GPUs to implement all the shiny newness that comes with this API. I am unaware if Vulkan is able to do the same, but this is just another reason why I so want ME:A to implement directx 12.

SLI and Crossfire are a joke. A complete waste of money. I used to run Crossfire a few years back and I had more issues with games using two graphics cards than one. Game developers do not build their games to support this feature. They build their games to support one GPU, and I do not see that process changing anytime soon. Considering MEA has been in development since 2013, that makes it even less likely to take advantage of more recent technology.

 

As far as responding to the OP, I seriously doubt MEA will be DX12 compatible. For one, that's going to force PC gamers to have to upgrade to Windows 10, which would probably lead to an outcry. Maybe this would be more likely if it was a X1 exclusive and also coming to PC via the Windows store like Quantum Break or Fable Legends. I wouldn't get your hopes up, however.



#79
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SLI and Crossfire are a joke. A complete waste of money. I used to run Crossfire a few years back and I had more issues with games using two graphics cards than one. Game developers do not build their games to support this feature. They build their games to support one GPU, and I do not see that process changing anytime soon. Considering MEA has been in development since 2013, that makes it even less likely to take advantage of more recent technology.

 

As far as responding to the OP, I seriously doubt MEA will be DX12 compatible. For one, that's going to force PC gamers to have to upgrade to Windows 10, which would probably lead to an outcry. Maybe this would be more likely if it was a X1 exclusive and also coming to PC via the Windows store like Quantum Break or Fable Legends. I wouldn't get your hopes up, however.

 

How long ago were you using crossfire? I've had pretty much zero problems using SLI since I had my 2X 660s. Also, there is not a single card alternative to the performance I am currently getting using SLI.

 

We don't know the future. MS could change W10 to something more desireable or more people could simply upgrade. As far as pushing out customers, I suppose that's a fair point and I have already covered that in this thread.



#80
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SLI and Crossfire are a joke. A complete waste of money. I used to run Crossfire a few years back and I had more issues with games using two graphics cards than one. Game developers do not build their games to support this feature. They build their games to support one GPU, and I do not see that process changing anytime soon. Considering MEA has been in development since 2013, that makes it even less likely to take advantage of more recent technology.

 

As far as responding to the OP, I seriously doubt MEA will be DX12 compatible. For one, that's going to force PC gamers to have to upgrade to Windows 10, which would probably lead to an outcry. Maybe this would be more likely if it was a X1 exclusive and also coming to PC via the Windows store like Quantum Break or Fable Legends. I wouldn't get your hopes up, however.

 

 

The first paragraph is false. 

 

The second contains a nugget of truth, but I think that is because of backwards compatibility and not cutting off your nose to spite your face.  Or at least in my opinion.  



#81
Revan Reborn

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How long ago were you using crossfire? I've had pretty much zero problems using SLI since I had my 2X 660s. Also, there is not a single card alternative to the performance I am currently getting using SLI.

 

We don't know the future. MS could change W10 to something more desireable or more people could simply upgrade. As far as pushing out customers, I suppose that's a fair point and I have already covered that in this thread.

I switched from Crossfire to a single Nvidia GPU in the fall of 2013. Crossfire was a disaster. Games weren't built for it and there were usually more bugs and performance issues than actually any boosts. I had a ridiculous amount of issues with Skyrim and Star Wars: The Old Republic, as two examples of games that were not built for SLI or Crossfire. Most games today still aren't built to support SLI or Crossfire. At most, it's and added perk developers try and do. The most recent example of a AAA game that failed with SLI/Crossfire was Batman Arkham Knight, and WB/Rocksteady completely gave up on trying to support the feature. As I said, you are wasting your money on something that most people don't have and developers aren't going to heavily focus on.

 

My point is, do you really think BioWare is going to fragment the PC community anymore by releasing a DX12 game? I understand why Microsoft is making Quantum Break and Fable: Legends DX12 games (they own Windows). BioWare/EA would only lose money by splitting the community amongst those who have Windows 10 and those that are still on Windows 8.1, 7, etc. What is going to be obvious is that MEA will be a DX11 game, as DX11 games have only become a standard this console generation. I seriously doubt anyone besides Microsoft is really going to be pushing for DX12 games (especially because of SLI and Crossfire) because the market size for those features is incredibly small. Most folks don't run two GPUs. Some folks still don't even have DX11-compatible GPUs...



#82
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Coming from an official source as it does, it's pretty reasonable to say it'll support DX12...

 

....because it's an official source, right?



#83
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I switched from Crossfire to a single Nvidia GPU in the fall of 2013. Crossfire was a disaster. Games weren't built for it and there were usually more bugs and performance issues than actually any boosts. I had a ridiculous amount of issues with Skyrim and Star Wars: The Old Republic, as two examples of games that were not built for SLI or Crossfire. Most games today still aren't built to support SLI or Crossfire. At most, it's and added perk developers try and do. The most recent example of a AAA game that failed with SLI/Crossfire was Batman Arkham Knight, and WB/Rocksteady completely gave up on trying to support the feature. As I said, you are wasting your money on something that most people don't have and developers aren't going to heavily focus on.

 

OK, so one question. What if directx 12 greatly enhances the functionality of SLI/crossfire? What if directx 12 improves dual card performance and makes games run much better when combining two cards? As I understand it, that is a big thing that directx 12 is trying to accomplish. furthermore what impact could this make on the market?

 

My point is, do you really think BioWare is going to fragment the PC community anymore by releasing a DX12 game? I understand why Microsoft is making Quantum Break and Fable: Legends DX12 games (they own Windows). BioWare/EA would only lose money by splitting the community amongst those who have Windows 10 and those that are still on Windows 8.1, 7, etc. What is going to be obvious is that MEA will be a DX11 game, as DX11 games have only become a standard this console generation. I seriously doubt anyone besides Microsoft is really going to be pushing for DX12 games (especially because of SLI and Crossfire) because the market size for those features is incredibly small. Most folks don't run two GPUs. Some folks still don't even have DX11-compatible GPUs...

 

"fragmenting the PC community" is not necessarily the first thing that comes to mind when it comes to developers. Developers and engineers are always seeking to move things forward, not stay static with what is happening right now. Without change, quite simply, nothing changes. I haven't seen anything concrete saying BW is going to have this be a directx 11 game, and in fact, I saw a tweet by a dev who was basically saying "I really wish we could make this a directx 12 game." This was said before the devs were working on optimization, so it very well could have been this dev hinting that that is what they were aiming for.



#84
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Why is it a bad thing to discuss though? I'm pretty sure I'm not the only one wanting to discuss things that have not been confirmed by developers yet. 9/10 started threads are about things that are not even close to confirmed one way or another. Do you want everyone to just discuss what is confirmed by the devs? That would slow down discussion quite a bit.

 

Because it is as reliant as Unicorns shoot rainbow stars out of their ass, confirmed?

 

 

https://youtu.be/JrNIb3a--WI?t=7m20s

 

There isn't anything to discuss until there is something of substance. Speculating on speculation is POINTLESS.


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#85
Revan Reborn

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OK, so one question. What if directx 12 greatly enhances the functionality of SLI/crossfire? What if directx 12 improves dual card performance and makes games run much better when combining two cards? As I understand it, that is a big thing that directx 12 is trying to accomplish. furthermore what impact could this make on the market?

 

"fragmenting the PC community" is not necessarily the first thing that comes to mind when it comes to developers. Developers and engineers are always seeking to move things forward, not stay static with what is happening right now. Without change, quite simply, nothing changes. I haven't seen anything concrete saying BW is going to have this be a directx 11 game, and in fact, I saw a tweet by a dev who was basically saying "I really wish we could make this a directx 12 game." This was said before the devs were working on optimization, so it very well could have been this dev hinting that that is what they were aiming for.

Again, none of that actually matters if the game isn't optimized and built to support SLI/Crossfire. DX12 is just an API. If the developers don't build the game with dual graphics cards in mind, it's a wasted feature. All DX12 is doing is allegedly making SLI/Crossfire more useful, which it really hasn't been at all up to this point. As I articulated in my previous post, I personally only had issues and a negative experience with Crossfire rather than anything positive or fruitful.

 

I disagree but for different reasons. Technology doesn't move forward rapidly in this industry because of the nature of console gaming. As your video clearly articulates, there is little benefit to X1 with DX12. PS4 doesn't benefit at all since it uses Open GL. The only platform that will truly benefit from DX12 is PC (the niche market that's a secondary concern for most developers), and only those who have Windows 10 as well as a powerful enough GPU that can actually handle the API. Contrary to popular belief, most PC gamers don't have high-end state of the art rigs. I doubt most gamers even have Windows 10 yet, even though Microsoft's OS has been free for months. Does it make more sense now why it wouldn't be smart to make MEA a DX12 game?

 

People seem to forget that until 2013, all games had been DX9 compatible. It wasn't until the new generation of consoles that we started seeing DX11-only games, and PC has had DX11 capabilities for at least six years. As the video states, the engineering team at DICE is already working with DX12. What they don't reveal is when they will actually use that API. I doubt it will be with MEA, given the game has been in development for years. We'll see, but I see far more cons than pros into making the jump to DX12 just because it might improve SLI/Crossfire support (assuming MEA was even built with that feature in mind) for the 3% of PC gamers (I don't know how many folks run two GPUs today, but I know it's a fairly low number) that actually run two GPUs.



#86
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Again, none of that actually matters if the game isn't optimized and built to support SLI/Crossfire. DX12 is just an API. If the developers don't build the game with dual graphics cards in mind, it's a wasted feature. All DX12 is doing is allegedly making SLI/Crossfire more useful, which it really hasn't been at all up to this point. As I articulated in my previous post, I personally only had issues and a negative experience with Crossfire rather than anything positive or fruitful.

 

I disagree but for different reasons. Technology doesn't move forward rapidly in this industry because of the nature of console gaming. As your video clearly articulates, there is little benefit to X1 with DX12. PS4 doesn't benefit at all since it uses Open GL. The only platform that will truly benefit from DX12 is PC (the niche market that's a secondary concern for most developers), and only those who have Windows 10 as well as a powerful enough GPU that can actually handle the API. Contrary to popular belief, most PC gamers don't have high-end state of the art rigs. I doubt most gamers even have Windows 10 yet, even though Microsoft's OS has been free for months. Does it make more sense now why it wouldn't be smart to make MEA a DX12 game?

 

People seem to forget that until 2013, all games had been DX9 compatible. It wasn't until the new generation of consoles that we started seeing DX11-only games, and PC has had DX11 capabilities for at least six years. As the video states, the engineering team at DICE is already working with DX12. What they don't reveal is when they will actually use that API. I doubt it will be with MEA, given the game has been in development for years. We'll see, but I see far more cons than pros into making the jump to DX12 just because it might improve SLI/Crossfire support (assuming MEA was even built with that feature in mind) for the 3% of PC gamers (I don't know how many folks run two GPUs today, but I know it's a fairly low number) that actually run two GPUs.

 

More and more games are starting to optimise for SLI/crossfire. Whatever issues you personally had with crossfire is not going to be the fate of all users who use Crossfire/SLI forever, you must know this.

 

Console gaming is entirely different from optimizing for PC, this is true. But there is still a relatively large market for PC gamers and that's not something the devs can just shrug off. PS4 will likely adopt Vulkan as its API since its basically the same thing as OpenGL. Also, Xbone already has directx 12 so there is less reason not to optimise for directx 12. Its kinda funny because at this point it seems the PC users who choose to stick to older OS by majority may very well be the ones holding back technological advances.

 

Although games on console were developed with directx 9 in mind, that does not change the fact that I can open my DA:O game and select directx 11 as my API, a game that went on sale in 2009.



#87
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Do you want everyone to just discuss what is confirmed by the devs? That would slow down discussion quite a bit.


Dear God, yes. I'm tired of people coming here and freaking out about a game they know nothing about because of baseless speculation by morons.

#88
Revan Reborn

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More and more games are starting to optimise for SLI/crossfire. Whatever issues you personally had with crossfire is not going to be the fate of all users who use Crossfire/SLI forever, you must know this.

 

Console gaming is entirely different from optimizing for PC, this is true. But there is still a relatively large market for PC gamers and that's not something the devs can just shrug off. PS4 will likely adopt Vulkan as its API since its basically the same thing as OpenGL. Also, Xbone already has directx 12 so there is less reason not to optimise for directx 12. Its kinda funny because at this point it seems the PC users who choose to stick to older OS by majority may very well be the ones holding back technological advances.

 

Although games on console were developed with directx 9 in mind, that does not change the fact that I can open my DA:O game and select directx 11 as my API, a game that went on sale in 2009.

I never stated Crossfire/SLI would be worthless forever. What I am saying, however, is that the feature is largely going to be unsupported and likely bad until more PC gamers actually run dual GPUs. There is little financial gain for developers to invest in a feature barely anyone uses. It's the reason most games don't support Crossfire/SLI, and the ones that do usually don't even do a good job. I already gave you an example of Batman Arkham Knight, a highly anticipated AAA game which came out last year, that dropped Crossfire/SLI support entirely because it was not working with the game. Unless these games are built from the ground up with Crossfire/SLI in mind, it's largely always going to be a waste of money.

 

As I already said, the improvements on X1 are going to be minuscule. A change in API is going to have a minor impact. What will always be the limiting factor of consoles is hardware, which is why PC, by extension, will always be limited. Contrary to popular belief, AAA studios do not make games for PC. They make games, first and foremost, for console. What they do is they port the console version to PC, allow the resolution and performance to scale based on hardware, and have Nvidia or AMD then add some extra bells and whistles to make it seem as if the PC port is a true port. It's not. The only game in recent memory that was actually made to take advantage of PC hardware was Crysis, and the original game still holds up well today. We can also look to Star Citizen, which isn't complete. However, that game simply would not be possible on consoles and Chris Roberts has made that abundantly clear. Honestly, people not switching to Windows 10 is the least of the industry's worries as not changing operating systems is not what is holding back games. It has always been consoles and will forever be consoles.

 

Are you using 3rd party software? DAII was the first BioWare game to actually offer built-in DX11 support, and that released in 2011. I assume whatever you are using is an outside source program.



#89
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I switched from Crossfire to a single Nvidia GPU in the fall of 2013. Crossfire was a disaster. Games weren't built for it and there were usually more bugs and performance issues than actually any boosts. I had a ridiculous amount of issues with Skyrim and Star Wars: The Old Republic, as two examples of games that were not built for SLI or Crossfire. Most games today still aren't built to support SLI or Crossfire. At most, it's and added perk developers try and do. The most recent example of a AAA game that failed with SLI/Crossfire was Batman Arkham Knight, and WB/Rocksteady completely gave up on trying to support the feature. As I said, you are wasting your money on something that most people don't have and developers aren't going to heavily focus on.


This is so true. Developers simply do not implement MultiGPU solutions properly, due to it being not economically viable. Only a minority of PC Users utilize MultiGPU, mostly in part thanks to issues ranging from slight microstutter to the second GPU not being utilized at all. And those that do, have to wait for SLI/Crossfire profiles for it to "work" or have to tinker. And not every1 likes to tinker.

My point is, do you really think BioWare is going to fragment the PC community anymore by releasing a DX12 game? I understand why Microsoft is making Quantum Break and Fable: Legends DX12 games (they own Windows). BioWare/EA would only lose money by splitting the community amongst those who have Windows 10 and those that are still on Windows 8.1, 7, etc. What is going to be obvious is that MEA will be a DX11 game, as DX11 games have only become a standard this console generation. I seriously doubt anyone besides Microsoft is really going to be pushing for DX12 games (especially because of SLI and Crossfire) because the market size for those features is incredibly small. Most folks don't run two GPUs. Some folks still don't even have DX11-compatible GPUs...


DX11 for MEA is a given, seeing as DAI already utilized it. But nothing prevents the possibility of Bioware including DX12 as well. Crysis used DX9 and DX10. Crysis 2 used DX9 and DX11. DAI used DX11 and Mantle and if I´m not mistaken, DX9? So again, the possibility is there. But I wouldn´t hold my breath for MultiGPU support for reasons already given. DX12 might provide the tools for easier support, but that doesn´t mean it´s necessarily implemented.

#90
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I never stated Crossfire/SLI would be worthless forever. What I am saying, however, is that the feature is largely going to be unsupported and likely bad until more PC gamers actually run dual GPUs. There is little financial gain for developers to invest in a feature barely anyone uses. It's the reason most games don't support Crossfire/SLI, and the ones that do usually don't even do a good job. I already gave you an example of Batman Arkham Knight, a highly anticipated AAA game which came out last year, that dropped Crossfire/SLI support entirely because it was not working with the game. Unless these games are built from the ground up with Crossfire/SLI in mind, it's largely always going to be a waste of money.

 

First off, this is the second time you have told me I am wasting my money. That is a subjective basis that I don't like you making assumptions on how I choose to spend my money. I had no problems with Skyrim using 2x 660s, fwiw and that game came out in 2011 under directx 9. Also, you are taking an isolated incident of one game and using that as inductive reasoning to mean that all games have poor SLI/crossfire and that is just not true. Maybe Nvidia is just better at SLI than AMD is at crossfire.

 

 

As I already said, the improvements on X1 are going to be minuscule. A change in API is going to have a minor impact. What will always be the limiting factor of consoles is hardware, which is why PC, by extension, will always be limited. Contrary to popular belief, AAA studios do not make games for PC. They make games, first and foremost, for console. What they do is they port the console version to PC, allow the resolution and performance to scale based on hardware, and have Nvidia or AMD then add some extra bells and whistles to make it seem as if the PC port is a true port. It's not. The only game in recent memory that was actually made to take advantage of PC hardware was Crysis, and the original game still holds up well today. We can also look to Star Citizen, which isn't complete. However, that game simply would not be possible on consoles and Chris Roberts has made that abundantly clear. Honestly, people not switching to Windows 10 is the least of the industry's worries as not changing operating systems is not what is holding back games. It has always been consoles and will forever be consoles.

 

This does not explain why you do not want directx 12 to be implemented for ME:A. So let me just ask this: Why don't you want ME:A to be a directx 12 game?

 

 

Are you using 3rd party software? DAII was the first BioWare game to actually offer built-in DX11 support, and that released in 2011. I assume whatever you are using is an outside source program.

 

 

I misspoke and got the games confused. You are correct that DA:2 was the first game to implement DX11. And yet, we see that game implementing both DX9 and DX11 and I see no reason why ME:A can't do the same with DX12.



#91
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First off, this is the second time you have told me I am wasting my money. That is a subjective basis that I don't like you making assumptions on how I choose to spend my money. I had no problems with Skyrim using 2x 660s, fwiw and that game came out in 2011 under directx 9. Also, you are taking an isolated incident of one game and using that as inductive reasoning to mean that all games have poor SLI/crossfire and that is just not true. Maybe Nvidia is just better at SLI than AMD is at crossfire.


Great that you didn´t have any problems with Skyrim and SLI. But I´ve read plenty of threads over on bethsoft that would like to disagree with you. It is well known that Crossfire and SLI have issues. The most common problem, even with an up to date profile, is microstuttering. Next up, it is not uncommon for games to not use the second GPU at all on release. And I have read reports that Crossfire/SLI can in some cases even cause a performance drop below the performance of a single GPU of the same make and model. So why should a developer implement MultiGPU support when in reality it is burdened with issues and on top of that is only utilized by a really small minority?



#92
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Great that you didn´t have any problems with Skyrim and SLI. But I´ve read plenty of threads over on bethsoft that would like to disagree with you. It is well known that Crossfire and SLI have issues. The most common problem, even with an up to date profile, is microstuttering. Next up, it is not uncommon for games to not use the second GPU at all on release. And I have read reports that Crossfire/SLI can in some cases even cause a performance drop below the performance of a single GPU of the same make and model. So why should a developer implement MultiGPU support when in reality it is burdened with issues and on top of that is only utilized by a really small minority?

 

If multiGPU support is burdened with issues it is due to the devs not utilizing SLI/crossfire properly, not the other way around. If you are saying to the devs "don't bother with sli/crossfire" I'm sure you will have some people argue with you about that.

 

Basically, all I am trying to say in this thread is that IF ME:A implements DX12 (and I think they should offer that support) and it is supposed to be a graphically intesive game like they are advertising they should consider utilizing SLI/crossfire. Also, I think I disagree that a game needs to be made with SLI/crossfire in mind for SLI/crossfire to have any relevance. There is a reason why so many benchmarks include SLI/crossfire and that is because it is becoming more and more mainstream.



#93
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But I don't want to upgrade to Windows 10. :(



#94
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But I don't want to upgrade to Windows 10. :(

 

If they implement both DX11 and DX12, then there is nothing to worry about.



#95
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First off, this is the second time you have told me I am wasting my money. That is a subjective basis that I don't like you making assumptions on how I choose to spend my money. I had no problems with Skyrim using 2x 660s, fwiw and that game came out in 2011 under directx 9. Also, you are taking an isolated incident of one game and using that as inductive reasoning to mean that all games have poor SLI/crossfire and that is just not true. Maybe Nvidia is just better at SLI than AMD is at crossfire.

 

 

 

This does not explain why you do not want directx 12 to be implemented for ME:A. So let me just ask this: Why don't you want ME:A to be a directx 12 game?

 

 

 

 

I misspoke and got the games confused. You are correct that DA:2 was the first game to implement DX11. And yet, we see that game implementing both DX9 and DX11 and I see no reason why ME:A can't do the same with DX12.

I'm not specifically referring to you at all. I'm speaking generally of anyone who invests in Crossfire/SLI. I have personal experience as I used to run Crossfire mode. I know how much of a scam it is by Nvidia and AMD just to make more money off of people buying two GPUs. I actually listed three games that had terrible Crossfire/SLI support, and there are many more. If I upset you, I apologize, but I'm merely addressing the reality of the feature and why it's unlikely to have any substantial improvement anytime at soon. You can spend your money however you'd like. That's your right. Just remember, you assume the risk. If Crossfire/SLI is either not featured in MEA or is completely broken, don't say I didn't warn you.

 

If MEA is a DX12 game, then that means it will not support DX11. The reason you saw most games supporting DX9, DX10, and DX11 is because all three API worked on the same operation system. DX12 only works on Windows 10. DX12, in reality, is just a more efficient DX11 and nothing more. However, the cost of making the jump would be forcing all PC gamers to have to upgrade to the latest Windows OS, which is a drawback. There is literally no benefit to MEA being a DX12 game because it has been designed for DX11 and is not likely to take advantage any of the features you hope it will. The only DX12 games that I'm even aware of are Fable: Legends and Quantum Break. They only work with Windows 10 and do not offer DX11 support.

 

Again, I already explained DX9/10/11 all are compatible on the same operating systems. DX12 is not. As the person above stated, and I have already told you, no developer makes their game with SLI/Crossfire support in mind. It's at most a tacked on feature at the end of development but it is in no ways optimized nor is it usually better. In fact, Crossfire actually ended up killing one of my GPUs because it was being over-taxed while the other one was idle, when both are supposed to work in unison to maintain the load. There are just too many glitches, bugs, and not enough support. Again, and I will say it for the last time, SLI/Crossfire will continue to be a waste of money until developers actually start making their games with the feature in mind from the start. Considering most gamers aren't willing to shell out $300+ for two high-end GPUs, that's unlikely to happen.



#96
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If MEA is a DX12 game, then that means it will not support DX11. The reason you saw most games supporting DX9, DX10, and DX11 is because all three API worked on the same operation system. DX12 only works on Windows 10. DX12, in reality, is just a more efficient DX11 and nothing more. However, the cost of making the jump would be forcing all PC gamers to have to upgrade to the latest Windows OS, which is a drawback. There is literally no benefit to MEA being a DX12 game because it has been designed for DX11 and is not likely to take advantage any of the features you hope it will. The only DX12 games that I'm even aware of are Fable: Legends and Quantum Break. They only work with Windows 10 and do not offer DX11 support.

MEA can be a DX12 game and yet still support DX11. I already listed Crysis as a game that utilized two APIs, DX9 and DX10, the latter of which was only available on Vista. And then there was Assasins Creed, which supported both DX9 and DX10.1. And both games were in Development long before Vista was even released. DX SDKs are released long before a Version hits the market. That has multiple benefits, one is getting devs accustomed to the new API, another is that when the new DX version is released, there are already games in production that can utilize the new API and last, devs can give feedback on bugs and improvements. So far you have said nothing, that excludes the possibility of DX12 in MEA. I agree with you however on MultiGPU support. It´s far from being mainstream as the OP wants us to believe.



#97
UniformGreyColor

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I'm not specifically referring to you at all. I'm speaking generally of anyone who invests in Crossfire/SLI. I have personal experience as I used to run Crossfire mode. I know how much of a scam it is by Nvidia and AMD just to make more money off of people buying two GPUs. I actually listed three games that had terrible Crossfire/SLI support, and there are many more. If I upset you, I apologize, but I'm merely addressing the reality of the feature and why it's unlikely to have any substantial improvement anytime at soon. You can spend your money however you'd like. That's your right. Just remember, you assume the risk. If Crossfire/SLI is either not featured in MEA or is completely broken, don't say I didn't warn you.

 

If MEA is a DX12 game, then that means it will not support DX11. The reason you saw most games supporting DX9, DX10, and DX11 is because all three API worked on the same operation system. DX12 only works on Windows 10. DX12, in reality, is just a more efficient DX11 and nothing more. However, the cost of making the jump would be forcing all PC gamers to have to upgrade to the latest Windows OS, which is a drawback. There is literally no benefit to MEA being a DX12 game because it has been designed for DX11 and is not likely to take advantage any of the features you hope it will. The only DX12 games that I'm even aware of are Fable: Legends and Quantum Break. They only work with Windows 10 and do not offer DX11 support.

 

Again, I already explained DX9/10/11 all are compatible on the same operating systems. DX12 is not. As the person above stated, and I have already told you, no developer makes their game with SLI/Crossfire support in mind. It's at most a tacked on feature at the end of development but it is in no ways optimized nor is it usually better. In fact, Crossfire actually ended up killing one of my GPUs because it was being over-taxed while the other one was idle, when both are supposed to work in unison to maintain the load. There are just too many glitches, bugs, and not enough support. Again, and I will say it for the last time, SLI/Crossfire will continue to be a waste of money until developers actually start making their games with the feature in mind from the start. Considering most gamers aren't willing to shell out $300+ for two high-end GPUs, that's unlikely to happen.

 

You are correct. I assume the risk when I use SLI. I haven't had many problems so far though.

 

Why do you think ME:A can't support both DX11 and DX12? I can use DX11 on my windows 10 PC. I don't understand where this is coming from. DX 12 is a lower level API, which means that its closer to the hardware and less like software as what it controls for the GPU/CPU. Why do you say ME:A is designed for DX11? Where are you getting that from?

 

Here are a list of games that support DX12 so far. Ashes of Singularity has been the talk of the town lately.

 

Now I understand the reason why you are so against SLI/crossfire and that is because you got burnt. I'm sorry to hear that, but I have not had the same experience. I contest that devs need to have SLI/crossfire in mind from the beginning for it to be a decent solution for gaming at High Res with High graphics settings.



#98
UniformGreyColor

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MEA can be a DX12 game and yet still support DX11. I already listed Crysis as a game that utilized two APIs, DX9 and DX10, the latter of which was only available on Vista. And then there was Assasins Creed, which supported both DX9 and DX10.1. And both games were in Development long before Vista was even released. DX SDKs are released long before a Version hits the market. That has multiple benefits, one is getting devs accustomed to the new API, another is that when the new DX version is released, there are already games in production that can utilize the new API and last, devs can give feedback on bugs and improvements. So far you have said nothing, that excludes the possibility of DX12 in MEA. I agree with you however on MultiGPU support. It´s far from being mainstream as the OP wants us to believe.

 

I do not think multi GPU is main stream, I said its getting closer to being such tho.



#99
Urizen

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I do not think multi GPU is main stream, I said its getting closer to being such tho.

And where are you getting that from may I ask? Do you have anything to back that up with? Or is that rather wishful thinking?



#100
UniformGreyColor

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And where are you getting that from may I ask? Do you have anything to back that up with? Or is that rather wishful thinking?

 

I suppose I could ask what proof you have that it is not so.