Re: Total War Warhammer
Napsal: pon 23. kvě 2016, 17:40
Takže s Dx12 a GTX980ti to takové nebude?
Diskuze o hardware, software a overclockingu
https://forum.pctuning.cz/
V clanku resej jen 290tku a narust z DX11 na DX12, kdy na DX11 AMD obecne kasle. U nV to bude vypadat samozrejme jinak, ale je to klasika hra z AMD Evolved jako předchozí dily, takze to favorizuje AMD a AMD to samozrejme pouziva k marketingovym ucelum podobne, jako nV zase TWIMTBP. Fakt bych se nebal, ze by to snad GTX980Ti nedavala.sierpe píše:Takže s Dx12 a GTX980ti to takové nebude?
Pascal zadny vykon uz neztraci a AS obecne dela par procenticek. Pascal spis vse co je ted na trhu vydrti rozdílem tridy a AS v tom nehrajou zadnou roli.skaven321 píše:....aj pascaly stracat vykon..
Ano ztrácí, viz. testy... a rozdíl GTX 980 Ti OC vs. GTX 1080 OC je kolem 10%, co se rozhodně nedá nazvat rozdílem třídyHladis píše:Pascal zadny vykon uz neztraci a AS obecne dela par procenticek. Pascal spis vse co je ted na trhu vydrti rozdílem tridy.skaven321 píše:....aj pascaly stracat vykon..
sorry, posledny post o tomHladis píše:V clanku resej jen 290tku a narust z DX11 na DX12, kdy na DX11 AMD obecne kasle. U nV to bude vypadat samozrejme jinak, ale je to klasika hra z AMD Evolved jako předchozí dily, takze to favorizuje AMD a AMD to samozrejme pouziva k marketingovym ucelum podobne, jako nV zase TWIMTBP. Fakt bych se nebal, ze by to snad GTX980Ti nedavala.sierpe píše:Takže s Dx12 a GTX980ti to takové nebude?Pascal zadny vykon uz neztraci a AS obecne dela par procenticek. Pascal spis vse co je ted na trhu vydrti rozdílem tridy a AS v tom nehrajou zadnou roli.skaven321 píše:....aj pascaly stracat vykon..
TOTAL WAR: WARHAMMER - OPTIMISATION BLOG
"Good morning everyone!
During Total War: Warhammer’s development, our programmers have dedicated more time to engine optimization than any other Total War game. The ultimate aim of this work is to utilise your PC’s resources more effectively, and balance those countless calculations the game performs at any given moment more evenly across CPU cores, while figuring out which tasks we can hand off to the GPU to execute. The net result is improved framerates across the spectrum of PC configurations.
We’re pleased to confirm that Total War: WARHAMMER will also be DX12 compatible, and our graphics team has been working in close concert with AMD’s engineers on the implenentation. This will be patched in a little after the game launches, but we’re really happy with the DX12 performance we’re seeing so far, so watch this space!
In non-DX12 news, our graphics team has spent considerable time on engine optimisations and there’s lots of good news in this regard, so let’s talk about specific engine optimisations which benefit everyone.
Total War has traditionally been quite CPU-bound, with the game-draw and graphics render processes both running on the same CPU thread. Over time, as the engine has evolved and become more demanding, this has become an increasingly important bottleneck for us. During the course of TWWH’s development, we’ve spent time separating these so they now run independently on their own threads. We’ve also optimized our task-system to have better multi-threading performance across the board.
In GPU terms, we’ve shifted our particle simulation pipeline from the pixel shader to the compute shader, which is a more efficient use of the GPU’s time. In fact we’ve done this with several parts of the rendering pipeline, further utilizing the GPU and letting the CPU focus on everything else it has to do.
Long story short: all of this means we’re using the CPU and the GPU more efficiently. TW: Warhammer takes better advantage of multicore CPUs, balancing the load across the cores so that no single core is maxed out and limiting framerates while others sit idle.
We’ve also switched up the Total War engine from 32 to 64-bit. While this brings no tangible performance benefits, we no longer have the 32-bit restriction of a maximum of 2GB of memory devoted to processes. The upshot is we can basically cram a greater variety of models, animations and textures into battles. One neat side benefit though is that it’s brought a reduction in end-turn times. Coupled with further optimisation we’ve done on the AI’s decision-making, this means you’ll enjoy quite noticeably reduced end-turn rounds while all the AI factions take their turns.
In the anti-aliasing department, we have morphological anti-aliasing (MLAA) and multi-sample anti-aliasing (MSAA x2, x4 and x8) as our AA options. While MLAA is a post-process effect, MSAA renders the same pixels in the scene multiple times, making it the most computationally expensive form of AA, and it therefore hits the framerate hardest. As you probably know, your typical Total War scene draws a hell of a lot of edges to smooth!
We’ve put time aside to optimize our MSAA implementation so that it runs computations in a smarter, more selective way. It doesn’t blanket multi-sample every part of every pixel now – it looks for pixel-edges and only multi-samples those. The upshot is nice smooth edges at a reduced GPU cost than before, and therefore a lower impact on your framerate. It’ll still have an impact of course; just less of an impact than in previous Total War titles.
It all adds up to a smoother-running Total War game, and we’re pretty confident you’ll feel that when you get your hands on it."
http://steamcommunity.com/app/364360...6663674910868/
The game released May 24th.
http://www.metacritic.com/game/pc/total-war-warhammer
Mensi Pascaly se budou chovat stejne a vesteni z koule u produktu, který ještě nejsou venku je irelevantni. Pascal u AS neztraci a je to cely uplne sumak, když staci hruba sila, protože jediny na cem zalezi je fps. AS nepridava zadny velky procenta vykonu, zadny 50-60% to neprida ani za zlaty prase, nemá jak. Bude to rado za 5% navrch. Zbytek jde na vrub uplne jinym vecem, jako odstraneny CPU bottleneck. Moc davas na marketingovy reci a internetovy povesti.skaven321 píše: ale ja sa chcem bavit o ludovych rieseniach, ktore budu ludia aj KUPOVATtam sa jednoznacne nvidia neoplati(v DX12-Vulkane) pretoze pri radeonoch je kvoli AS vykon omnoho lepsi - vid moj post vysie, vylepsenie vykonu o cca 50-60% pre r9 390
Škoda že testovali na pre-release DX12 buildu, uvidíme jak to bue vypadat v release verzi.Tests were run on a desktop computer equipped with an Intel i7-3770k, 16GB of DDR3 memory, and an AMD R9 290. Three resolutions were benchmarked – 1920×1080, 2560×1440, and 3440×1440 (for the UltraWide fans out there) – and repeated for accuracy. The game was set to the Ultra preset. The only options it left disabled were depth of field, screen space reflections, and vertical sync...
1920×1080
The DirectX 11 build averaged about 45 frames per second on the R9 290 at 1080p. The framerate dropped to 38 to 42 when the camera was taken close to the ground to inspect a group of soldiers and reached a maximum of 51 when pulled out. Meanwhile, the DirectX 12 benchmark averaged 74.8 frames per second. That’s a stunning 66.22% increase...
2560×1440
The DirectX 11 build saw an average of 32 frames per second on the R9 290 at 1440p. When zoomed out, the framerate ranged between 32 and 37 frames per second. Zooming in to the thick of battle brought it down to the mid to high 20s, with a minimum of around 26 frames per second. Not surprisingly, the DirectX 12 benchmark once again presented a substantial boost to performance. It gave an average of 52.5 frames per second, a 64.06% increase...
3440×1440
The R9 290 struggled to keep up during the DirectX 11 battles, averaging around 25 frames per second. The minimum dropped to 17 frames per second when the camera was moved closer to the action. A maximum of 32 was only possible by bringing it well above the clashes below. The DirectX 12 benchmark was quite a bit more stable. Its average was 41.0 frames per second, a 64% increase, and only varied slightly from that for the minimum and maximum values (39 and 42 respectively)...
sierpe píše:Čau lidi potřeboval bych poradit. Hraju TW Warhammer a jsem nadmíru spokojený. Jen mě trápí jeden menší problém. Při zapnutém Vsync se u animací stává že problikávají. Pokud ho vypnu je to ok ale chci se vyhnout tearingu ve hře. Vsync by měl přece obrazové vady potlačovat ne?. Zkoušel jsem ovladače 365.10 WHQL i 368.22 WHQL pořád stejné. Zkusil jsem zachytit chybu přes nahrávání obrazu nvidia -shadowplay ale tam se chyba neprojevuje (zřejmě jde o ne-synchronizaci monitoru a hry nebo špatné funkci Vsync a hry). Co je ale zvláštní tak při zaplém Vsync mě počítadlo fps pořád líté kolem 90ky což by nemělo když mám monitor 60Hz ne? Chybu jsem nakonec nahrál externě přes zrcadlovku.
https://www.youtube.com/watch?v=7Btb4Rvwjew
Nikdy jsem podobný problém u žádné hry nezaznamenal a Vsync mám zaplý permanentně. Pozoroval někdy někdo něco podobného? Vypadá to na chybu ve hře nejspíš ale je divný jak se projevuje.
Tak s tím RivaTunerStatistics Server to jde pak normálně bez chyb. Otázka je co to způsobuje.. Asi je to chyba ve hře ne? Když mě to jinde nedělá.. Jako by ti animace neakceptovali Vsync. Jinak moc díkyspajdr píše:Zkus si pres afterburner (RivaTunerStatistics Server) nastavit limit fps na 60, jestli to nepomuze.