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Winjer
05-03-15, 13:25
http://stardock.cachefly.net/www_ashesofthesingularity_com-assets/media/logos/AshesLogo-fullcolor.png

Estúdio: Stardock
Data de lançamento:
Site oficial: http://www.ashesofthesingularity.com/


The wars of the future aren’t fought with a mere few dozen units, but thousands of deadly robotic constructs smashing each other into scrap only to be replaced by a steady stream of fresh war machines from the endlessly churning factories of the post-humans and their sentient AI foe.The technological singularity has ended life as we know it. Humanity has abandoned its crude organic bodies for the fully networked existence of artificial, augmented consciousness. Yet as the post-humans’ powers grow, their humanity wanes. The lone sentient AI, Haalee, once led humanity to the stars but now finds herself in an existential conflict to determine the fate of the galaxy – and all galaxies.
Ashes of the Singularity is a new real-time strategy game in which players fight for control of entire worlds. Multiple armies battle it out across vast landscapes as the player tries to take control of the key regions of the map to obtain their valuable resources.
Thanks to Oxide Games’ Nitrous engine, which allows for thousands of units to clash onscreen at once, each acting independently with multiple individually targeted weapons systems and ballistics models, Ashes of the Singularity is able to deliver a game experience that is both deep and approachable.
Players are able to manage their massive armies through a new game concept called the "meta-unit." The meta-unit allows Ashes’ enormous scale to translate into fun gameplay. By grouping units together into a meta-unit, you make them aware of each other and alter their behavior to fight intelligently together and support one another. Because a meta-unit can take care of itself within its means, your attention is freed to direct the overall war effort – a good thing, as Ashes of the Singularity’s maps and unit counts are an order of magnitude larger than in a traditional RTS.
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</center>Key Features:


Massive Scale -- Thousands of units fighting in multiple armies across a world
Strategic Depth – Players fight for control of regions and their resources while maintaining their supply lines
Innovative Design -- Units can be combined together for form meta-units that work together and make their combined special abilities easily accessible to the player
Feel Nitrous’ power – Experience groundbreaking Nitrous engine visual fidelity for the first time, which redefines the concept of scale in real-time strategy games.

Become an Ashes of the Singularity Founder (http://www.ashesofthesingularity.com/store) today and get access to the friends & family alpha when available – or show your support by becoming an Lifetime Founder (http://www.ashesofthesingularity.com/store), and get a lifetime subscription to all Ashes expansions and DLC for a one-time price.

LPC
05-03-15, 14:19
Boas!
Mais um jogo RTS a ter em conta...

Vamos a ver o que sai daqui...

Cumprimentos,

LPC

MAXLD
05-03-15, 14:26
Pessoal a "tweetar" da GDC ontem ficou bem impressionada com o preview do jogo e o motor da Oxide. Com a experiência acumulada com as draw calls e baldes de npcs no demo "Star Swarm" / Mantle, prevê-se que vá ser um bocado crítico para epiléctricos. :P

Winjer
05-03-15, 15:05
Com o aumento de draw calls do DX12, Mantle e Vulkan, será mais fácil colocar milhares de unidades em jogo a funcionar independentemente umas das outras.
Para jogos como RTS, estas APIs low level vão ser muito boas.
E como os RTS ainda são um género 100% para PC, não temos de ficar limitados pelas consolas.

LPC
05-03-15, 15:15
Com o aumento de draw calls do DX12, Mantle e Vulkan, será mais fácil colocar milhares de unidades em jogo a funcionar independentemente umas das outras.
Para jogos como RTS, estas APIs low level vão ser muito boas.
E como os RTS ainda são um género 100% para PC, não temos de ficar limitados pelas consolas.

Boas!
Nem mais...

Vejo bem pelo HomeWorld... Isto mesmo com este cpu conforme o numero de naves estão a correr no jogo, isto puxa mas puxa...
Isto vai ser muito bom para RTS!

Cumprimentos,

LPC

MAXLD
05-03-15, 23:40
https://www.youtube.com/watch?v=t9UACXikdR0

Um aperitivo a correr a 4K.

LPC
05-03-15, 23:52
https://www.youtube.com/watch?v=t9UACXikdR0

Um aperitivo a correr a 4K.

Boas!
Muito bom...

Acho que vou apoiar os gajos como founder...

Este deve ser mais um jogo Never Settle para a próxima geração de gráficas, e claro suporte para o Mantle, Vulkan e DX12...
O meu desejo era que os novos jogos viessem pelo menos com suporte nativo para 2 api´s... DX12 e Mantle ou Vulkan...

O Steam OS suporta Mantle e Vulkan pelo que poderia ser uma solução...

Cumprimentos,

LPC

MTPS
05-03-15, 23:59
Tudo tem a ver com a optimização.

Winjer
05-03-15, 23:59
Ver aquelas unidades todas, os tiros e explosões, são um mimo para os olhos.

Winjer
06-03-15, 09:43
https://www.youtube.com/watch?v=wCjehquy6JE

Nirvana91
06-03-15, 18:01
Parece o Supreme Commander 2, mas com melhores gráficos..

LPC
06-03-15, 18:08
Parece o Supreme Commander 2, mas com melhores gráficos..

Boas!
Por acaso foi o que me lembrei quando o vi...

Tenho pena que não tenham feito o 3, pois a história ficou em jeito de cliffhanger...

Cumprimentos,

LPC

MTPS
06-03-15, 18:11
O supreme commander, ainda hoje tem uma comunidade activa:

http://www.faforever.com/

Jorge-Vieira
11-12-15, 14:24
Ashes of the Singularity Gets its Last Major Alpha Update

Ashes of the Singularity has been updated (http://forums.ashesofthesingularity.com/473218) to Alpha V.70, which is being called the last major update (https://twitter.com/draginol/status/675107256556511233) while it’s in the alpha stage.
http://cdn.wccftech.com/wp-content/uploads/2015/12/ashes-dec15-b-635x435.png (http://cdn.wccftech.com/wp-content/uploads/2015/12/ashes-dec15-b.png)
Ashes of the Singularity edges closer to release with Alpha V.70. This update adds a few great things to the Early Access alpha test, from a few new icy locales to giving you new ways to fight your enemies from above the planets surface. But this isn’t all about adding in content to show that they’re moving quickly towards the beta. There are plenty of under the hood and general house-keeping changes to ensure it runs as great as it can with plenty of bug fixes, balance changes and additional art, graphics and musical assets.
The full patch notes are below, and check out the great new screenshots of the new glacial settings.
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Orbitals
The new Orbital Command and the Orbital Fabricator buildings now offer you new ways to wage war with your enemies by ordering various types of assaults or assistance from above. The following orbitals are being added with this update:


Incursion: Take your enemy by surprise and drop a small raiding force behind their lines for an attack they won’t see until it’s shooting them right in the face.
Plasma Storm: Your enemy will get a real “charge” out of this one! This orbital strike affects an area of your choice and damages all enemy units and buildings over time within that area.
Intensive Care: Is there a doctor in the house? Well, there is now! Heal friendly units and buildings within an affected area with this orbital.
Call Engineer: Engineers too slow and never around when you REALLY need them? Now you can deliver an engineer to a selected spot on the map and have them begin work immediately, without all of that pesky down time.

Ice Maps

Winter is coming…and so are the Ice Maps! The team has added four new maps to the game: Shredded, Crater, Triad, and Frosthaven. As a bonus, Scorpio, Cerius, Aven and Frosthaven maps now also have night environments! Check out these screen shots – we think they’re pretty…cool.

Cruiser Factory
Is your early game stuck on “cruise” control? Not anymore! Cruiser units now have their own dedicated factory required for construction. This allows for more variety and interest in early-game decisions as you start to construct your base and raise your army.
There are some more changes, additions, and bug fixes in v.70 which you can read about in detail below. We hope you enjoy the new features!
Full Change Log:


Gameplay


New Orbitals Abilities – Orbital Command & Orbital Fabricator buildings unlock the following abilities


Incursion – delivers a small raiding force behind enemy lines

Call Engineer – delivers an engineer to where it’s needed most

Intensive Care – heals friendly units and buildings in the affected area

Plasma Storm – damages enemy units and buildings over time in the affected area


Ice World Maps


Shredded – large

Crater – medium

Triad – small

Frosthaven – small


Night Environment added to Scorpio, Cerius, Aven, and Frosthaven Maps

New Building: Cruiser Factory – Cruiser units now require a unique factory to construct, making for some more interesting early-game decisions

New Map: Lair of the Turtle

New Map: Polis

Keep Playing option after match victory (in case you want the glory of crushing every last one of your enemy’s units)

Multiplayer Handicaps

Team Chat: Tab now switches between All Chat and Team Chat in MP games

Improved overall scoring method in Metaverse

Map Balance:


Knife Fight – region connections more balanced for each player


Balance


Orbital abilities now increase in cost the more you use them

100 Quanta available at the start of the match

balance a little between apollo and drone bay

Scouts ignore combat slow down

Changed cost of Quantum Relay from 270/360 to 360/270

Increased cost of repair by and drone bay

Reduced accuracy of most weapons

Made the Engineer more expensive

Reduced cost of T3s slightly




Art & Graphics


Terrain texture quality significantly improved

Terrain object quality settings – trees can now be turned off to improve performance, or turned up for more dense/common forests

Environment lighting improved

Radar signatures brighter

New Lightning Effect for Zeus Thunderbolt and Seed Attack

Building explosion VFX polish (and performance improvement)

Increased missed shot distance for relevant weapons

Unit polish


Engineer

Fury

Pan




UI


New Friend invite UI that works in DX12

UI art style updates

MP lobby & SP setup screen layouts updated

Player Profile/Metaverse stat displays updated

Adding player color and team indicators to player list in in-game UI

Added tooltips for all game options (where explanation was needed)
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Widening energy bars in unit flags


Sound


Win/Loss music added on game end

lowered volume of VO Notifications


Misc


Significant performance improvements (especially in DX12)


Don’t draw shadows for MB frames, Re-use Initial frame data for MB frames for detail objects.

Better local sorting of mesh’s within an object

Slightly better sort logic for draw_elements

txaa frames using same batch set with different dynamics

Improved performance for plasma whip projectile

RegionRenderer. Now takes color directly in 32bit format. Way less temporary memory, and memory movement.


Netcode improvements (less lag in MP)


Stability


Fix for hang when changing between states in UnitPanel

Fixed crash in main menu while UI is loading

Fix for multiple memory leaks

Fixed some controls that were too big


Bug fixes


Fix to prevent Quanta from going negative

Fixed background movie not playing after returning to lobby

Fixed missing icons on unit panel

More comprehensive fix for bad releases of cached ResourceSets

Missing image fix

Autosave files not created on machines with foreign char usernames

have all buff icons appear (only first five of the ten types were appearing)

Fixed bug where you could have an AI setting from a slot stick around to a later MP game and cause a peer’s player to be controlled by the AI

Fixed messy popup reuse in main menu

Fixed no VPs option not handled correctly by pulldowns in game setup screens

Changing glare size to be resolution independent

FoW hides detail objects (trees)

Setting up PHC units to not show destruction mesh at the same time as the constructed mesh

Fixed discontinuous Drone LODs

Power Amplifier now has a building flag & correct textures

Disabling benchmark from the main menu when in the matchmaking queue, adding tooltip to disabled benchmark and multiplayer buttons explaining this

Deleting some unused unit maps

Fix for hang on shutdown

Mouse interaction and tooltips were not checking the clipping area of controls

MP match countdown cancels if the player slots change, so you don’t change them into an invalid state (like no enemies)

Changing hitbox of player profile button in upper-right corner of main menu screen

Fixing dbl-click joining the wrong lobby

Don’t notify that there is an enemy T3 spotted when you spot a team mate’s T3

Restricting UI scale by resolution to make sure a minimum UI area is visible in the current resolution.

Made it so that brand new games with no existing settings default to a resolution that matches the desktop, and fixed the options screen not reflecting that.

Re-adding Kick Player button

Fixed bug where sometimes units were slowing down when not actually in combat

Stuck unit fix

Bug fix with metaunit movment

Heal ray tweak to cut processing some

Client no longer auto-hosts lobby accidentally

Fix for host migration issues

Disabled auto-saving while the game is paused











Noticia:
http://wccftech.com/ashes-of-the-singularity-gets-its-last-major-alpha-update/#ixzz3u1R75BCf

Jorge-Vieira
29-01-16, 13:42
First DirectX 12 Game Ashes of the Singularity Is Now In Beta

http://cdn.wccftech.com/wp-content/uploads/2016/01/Ashes-of-the-Singularity-01-635x361.jpg (http://cdn.wccftech.com/wp-content/uploads/2016/01/Ashes-of-the-Singularity-01.jpg)
The first ever native DirectX 12 game, Ashes of the Singularity, has hit Beta 1 status.
Developer Stardock, who have previously released Sins of the Solar Empire, announced the release of the new build earlier today. They say they’re aiming to deliver planetary warfare on a scale never seen before in gaming – no big deal then.
Brad Wardell, President & CEO of Stardock, said:

In Ashes of the Singularity, gamers aren’t fighting a battle, they’re fighting a war. Players command thousands of units across a vast battlefield while building up their economic and technological might.
Over the past few months we’ve worked closely with AMD and Nvidia to fully leverage their hardware. Our alpha testers have reported substantial performance gains, which is allowing us to begin lowering the hardware requirements.
Our goal with Ashes of the Singularity is to help introduce a new generation of gamers to real-time strategy games. We want to make a game where players can invite their friends in and be up and playing relatively quickly without a lengthy explanation about how to play.
Ashes of the Singularity is boasting a number of features, including these ones straight from the press release:
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The first native DirectX 12 game allowing each CPU core to command the player’s GPU simultaneously, which allows for more rendered units to be displayed on screen at the same time – by an order of magnitude – than in any previous RTS game to date.
A multi-core, real-time strategy AI that allows for excellent single player RTS gaming.
A new native 64-bit 3D engine called Nitrous that makes full use of the features of DirectX 11 and DirectX 12, allowing for thousands of light sources on screen simultaneously.
A new type of unit group organization known as a “meta” unit that makes it easy for players to manage potentially tens of thousands of units across a world.
Advanced Nitrous 3D engine allows players to zoom out on the map without having to transform the map into a simplified view of the battlefield.
Access to the game is currently available to buy via Steam (http://store.steampowered.com/app/228880/) and GOG (https://www.gog.com/). It includes single player skirmish, co-op multiplayer, and ranked multiplayer. Beta 2 is set to be available next month and it will feature multi-GPU support, including support for mixed AMD/NVIDIA GPU setups and a new 3D benchmark mode.
The final release is still planned for Spring.
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Noticia e mais imagens:
http://wccftech.com/directx-12-game-ashes-singularity-releases-early-access/#ixzz3ydm51ykk

LPC
29-01-16, 14:31
Boas!
A ver se o jogo sai cá para fora...

Parece-me bem mas veremos...

Cumprimentos,

LPC

Enzo
29-01-16, 21:12
Faz-me lembrar o Tiberium Wars.

Jorge-Vieira
24-02-16, 18:32
Ashes of the Singularity gets more DX12 updates!

Ashes of the Singularity DX12 Updates
Stardock released Beta 2 of its upcoming RTS title Ashes of the Singularity today. This update brings something that many pc gamers have been curious about and anxious to try for themselves, Explicit Multi Adapter Support and full Asynchronous Compute.
“With this update, players can improve game performance by adding another video card,” said Dan Baker, Chief Scientist at Oxide Games. “As long as the two cards are reasonably similar in performance, they can be of any model or brand including mixing AMD and NVidia cards together. Players just insert the additional video card and enable it via the game’s video options panel.”
What is Explicit Multi-Adapter? EMA is the ability for DX12 and your system to not only recognize that there are multiple gpus installed but use them, regardless of vendor or class. So you could pair any number of combinations of Radeon and Geforce gpus. Theoretically you could also combine Intel’s igpu with a dedicated graphics card, but I had no luck with that on either our z87 test bench or our z170 setup as of now, but upcoming releases may make this possible. Stardock mentions the importance of keeping the cards similar in performance when mixing them as they’re using Split-Frame Rendering and will be using the gpus in parallel, so one being significantly stronger can have a very negative impact on performance as we’ll see later.
http://cdn.wccftech.com/wp-content/uploads/2016/02/EMA1-635x358.jpg

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This benchmark should be accessible through the newly updated display preferences option menu in the game.
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Another DX12 implementation that has made its way into this update is Multi-Threaded Command Buffer Recording. With the rise of multi core processors in the market it’s time we see better use of those cores. Typically with DX11 a single core handles most of the driver and API interpretation leaving little room for the processor to handle the actual game code. DX12 is utilizing the command buffer to overhaul this in five ways.



Overhead is significantly reduced by moving the driver and API code to any available CPU thread
The absolute time required to complete complex CPU tasks is notably reduced
Game workloads can be meaningfully distributed across more than four cores
New “bandwidth” on the CPU allows for higher peak draw calls, enabling more detailed and immersive game worlds
All available CPU core man now “talk” to the graphics card simultaneously

http://cdn.wccftech.com/wp-content/uploads/2016/02/CM1-635x358.jpg

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This could end up being a great feature for those still holding on to their six and eight core FX series processors, but in reality everyone will benefit from it.




Our Testing, Results, and Conclusion So FarOur Testing
Testing with limited resources we wanted to bring the most comprehensive results that we could.
We had a small collection of gpus; R9 285 (2gb), R9 Nano, and a R9 295×2 (wouldn’t work under dx12 except for one core when paired with the Nano) All tests were done with Async Compute enabled.
We tested across three platforms;


a88x with A10 7870k
z87 with i7 4770k
z170 with i5 6400

All processors and graphics cards were ran at stock speeds
The remaining components of each setup used;


Skill Trident X 2x8gb DDR3 2400mhz
Skill Trident Z 2x8gb (ran at 2133mhz)
Visiontek 240gb miniSSD
CoolerMaster V1200 Platinum PSU
Sapphire R9 285 ITX compact (2gb)
AMD Radeon R9 Nano

Driver Packaging Version provided by AMD for these tests
15.301-160210a-299275E

The benchmark for AotS was run with the ‘STANDARD’ preset at 1080p across all processor and graphics card configurations.
http://cdn.wccftech.com/wp-content/uploads/2016/02/2016-02-24_00001-635x357.jpg

We started off with the A10 7870k running through both DX11 and DX12 with first the R9 285 then the R9 Nano and finished off with seeing where Explicit Multi-Adapter stands at the moment.
http://cdn.wccftech.com/wp-content/uploads/2016/02/7870k-285.png http://cdn.wccftech.com/wp-content/uploads/2016/02/7870k-Nano.png
Interestingly enough the R9 285 takes a serious pounding in this test. The R9 285 does so bad to the point that even the iGPU in EMA that was able to boost it up whereas the disparity between the Nano and the iGPU really show that this isn’t a recommended configuration and highly inadvisable.

The i5 puts up some much better numbers, even at a much lower clock speed showing that IPC is still important in the world of DX12. We were not able to run EMA with the intel HD530 as the game did not recognize the iGPU.
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http://cdn.wccftech.com/wp-content/uploads/2016/02/6400-285.png http://cdn.wccftech.com/wp-content/uploads/2016/02/6400-Nano.png
Still the R9 285 takes a beating. This time we see the Nano making a massive leap showing the api is taking full advantage of the total system.

With the i7 we see very similar results to the i5, but this time we toss in a curve ball to the mix. We pair the R9 Nano and the R9 285 then again with the R9 Nano and a R9 290x. The Results were interesting to say the least.
http://cdn.wccftech.com/wp-content/uploads/2016/02/4770k-285.png http://cdn.wccftech.com/wp-content/uploads/2016/02/4770k-Nano.png
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While the Nano+285 yields no improvement, staying within margin of error, the R9 Nano and R9 290x show some decent games, but mostly noticeable in the Medium and Heavy Batches. This shows how well the load is handled across both graphics cards as the load increases.

Taking a look back comparing the i5 and i7, looks like hyper-threading doesn’t do much good here.
*keep in mind the i5 6400 operates at 2.7ghz-3.2ghz boost and the i7 4770k runs at 3.5ghz-3.9ghz boost.*
http://cdn.wccftech.com/wp-content/uploads/2016/02/i5VSi7.png

Conclusion So Far It’s good to these DX12 features finally available to the public and they are working. There’s still a road to go before these features are out of Beta and more available in other titles we could see a shift in upgrade paths where people are holding on to their old gpu for a bit longer as well as making some interesting combinations. We would love to have tested along with an Nvidia gpu, but the only one available at the time is a GTX 770 but it wouldn’t launch in DX12 so we were unable to compile any results from that configuration.


<iframe width="635" height="388" src="https://www.youtube.com/embed/Q0We8Bu4Lqc" frameborder="0" allowfullscreen></iframe>







Review:
http://wccftech.com/article/ashes-singularity-dx12-updates/#ixzz416yNawt7

Jorge-Vieira
24-02-16, 20:59
DX12 Benchmarked - Ashes of the Singularity with AMD and NVIDIA GPUs


Introduction

DirectX 12 has been something gamers and consumers have been wanting to use for the better part of a year now, and even more so now that Windows 10 is here. Developer Oxide Games alongside Stardock provided us with a copy of Ashes of the Singularity Benchmark II, a tool that allows us to do many things - including use different GPUs together. Yeah, we can use NVIDIA and AMD GPUs, together, in the same system, for added performance.

http://imagescdn.tweaktown.com/content/7/5/7568_11_dx12-benchmarked-ashes-singularity-amd-nvidia-gpus.jpg

Before we get into the nitty-gritty behind DirectX 12's multi-GPU Explicit Multi-Adapter (also known as Multi-Display Adapter) functionality, let's explain what Ashes of the Singularity is. Oxide Games explains AotS as a "war is raging across the galaxy, world by world in this epic new real-time strategy game". It sounds pretty damn fun, but I'm not here for the game. I'm here for the benchmarks and making all of my GPUs hitting 100%.

Playing around with DX12 is also going to be interesting, as we'll be able to see the excellent Explicit multi-GPU support that Ashes of the Singularity Benchmark II includes. Oxide Games and Stardock Entertainment also provided "significant general performance optimizations" to AotS Benchmark II, as well as "increased the benchmark's overall load to test expanded gameplay features". We also have "new graphics effects" and the "advanced use of D3D12 multi-queue and signaling mechanisms", with Oxide noting that "this is often referred to as asynchronous compute".

DirectX 12 - What to Expect

We hear about DirectX 12 all the time, but what are the benefits? DX12 has three key features that are beneficial to users: parallel rendering, explicit multi-GPU support, and asynchronous compute. Starting with parallel rendering, where every core on your CPU is used better - matching with the GPU in parallel.

http://imagescdn.tweaktown.com/content/7/5/7568_01_dx12-benchmarked-ashes-singularity-amd-nvidia-gpus.jpg

Explicit multi-GPU support is what I'm most interested in, as you can combine various GPUs together for added performance. This means you can mix and match NVIDIA video cards with AMD Radeon video cards, for added performance. Asynchronous compute support allows GPUs to multitask within themselves, providing large performance improvements.

Ashes of the Singularity is the first game to make use of DX12's explicit multi-GPU support, and until now multi-GPUs were mostly hidden from applications that didn't include pre-baked support in the form of SLI and Crossfire profiles. DX12, on the other hand, allows developers to take 100% control over all of the GPUs in the system, including the integrated GPU on your CPU, or APU.







Toda a review:
http://www.tweaktown.com/articles/7568/dx12-benchmarked-ashes-singularity-amd-nvidia-gpus/index.html


Mais reviews:
(http://www.tweaktown.com/articles/7568/dx12-benchmarked-ashes-singularity-amd-nvidia-gpus/index.html)http://www.techspot.com/article/1137-directx-12-multi-gpu-geforce-radeon/

(http://www.techspot.com/article/1137-directx-12-multi-gpu-geforce-radeon/)http://www.anandtech.com/show/10067/ashes-of-the-singularity-revisited-beta

http://www.guru3d.com/articles-pages/ashes-of-singularity-directx-12-benchmark-ii-review,1.html (http://www.anandtech.com/show/10067/ashes-of-the-singularity-revisited-beta)

Enzo
24-02-16, 21:41
Supresa AMD n2: está na frente? >16 fps sobre a Titan X???
Agora que não foi a própria a fazer os testes, a continuar assim, parece-me que a AMD está pronta para a luta da próxima geração.

Jorge-Vieira
29-02-16, 14:28
DX12 Benched - Fury X CF vs. Titan X SLI in Ashes of the Singularity (http://www.tweaktown.com/articles/7578/dx12-benched-fury-cf-vs-titan-sli-ashes-singularity/index.html)

Introduction

I wanted to spend considerable time on Ashes of the Singularity, as it's the first true DX12 benchmark that we can use on our GPUs. Our first test saw us use a bunch of GPUs from both sides of the GPU game, with this article covering the AMD Radeon R9 Fury X in Crossfire vs. NVIDIA GeForce GTX Titan X SLI.

http://imagescdn.tweaktown.com/content/7/5/7578_12_dx12-benched-fury-cf-vs-titan-sli-ashes-singularity.jpg

These are the two fastest video cards from AMD and NVIDIA, so how do thousands of dollars of GPUs perform with DX12 in Ashes of the Singularity? Spoiler alert: not that great.

What You Need to Know

What you need to know about DX12 we covered in our original article 'DX12 benchmarked - Ashes of the Singularity with AMD and NVIDIA GPUs'. In this article we tested a slew of cards, including AMD's Radeon R9 390X, R9 Fury and R9 Fury X. We also tested NVIDIA's GeForce GTX 980, GTX 980 Ti and Titan X.

http://imagescdn.tweaktown.com/content/7/5/7578_14_dx12-benched-fury-cf-vs-titan-sli-ashes-singularity.jpg

We tested our AMD and NVIDIA video cards at 1920x1080, 2560x1440, 3840x2160 and 3440x1440 - covering all of the bases. While I was testing out all of the cards individually, all I wanted to do was test multi-GPUs - mixing together an AMD Radeon R9 Fury X and NVIDIA GeForce GTX Titan X. Well, it was super fun - with results that didn't really surprise me. I expected much more, and you'll see these results on the next page.







Toda a review:
http://www.tweaktown.com/articles/7578/dx12-benched-fury-cf-vs-titan-sli-ashes-singularity/index.html

Jorge-Vieira
01-03-16, 09:28
PC Gaming Shakeup: Ashes of the Singularity, DX12 and the Microsoft Store

Things are about to get...complicated Earlier this week, the team behind Ashes of the Singularity released an updated version of its early access game, which updated its features and capabilities. With support for DirectX 11 and DirectX 12, and adding in multiple graphics card support, the game featured a benchmark mode that got quite a lot of attention. We saw stories based on that software posted by Anandtech (http://www.anandtech.com/show/10067/ashes-of-the-singularity-revisited-beta), Guru3D (http://www.guru3d.com/articles-pages/ashes-of-singularity-directx-12-benchmark-ii-review,12.html) and ExtremeTech (http://www.extremetech.com/gaming/223567-amd-clobbers-nvidia-in-updated-ashes-of-the-singularity-directx-12-benchmark), all of which had varying views on the advantages of one GPU or another.
That isn’t the focus of my editorial here today, though.
Shortly after the initial release, a discussion began around results from the Guru3D (http://www.extremetech.com/extreme/223654-instrument-error-amd-fcat-and-ashes-of-the-singularity) story that measured frame time consistency and smoothness with FCAT, a capture based testing methodology much like the Frame Rating process we have here at PC Perspective. In that post on ExtremeTech, Joel Hruska claims that the results and conclusion from Guru3D are wrong because the FCAT capture methods make assumptions on the output matching what the user experience feels like. Maybe everyone is wrong?
First a bit of background: I have been working with Oxide and the Ashes of the Singularity benchmark for a couple of weeks, hoping to get a story that I was happy with and felt was complete, before having to head out the door to Barcelona for the Mobile World Congress. That didn’t happen – such is life with an 8-month old. But, in my time with the benchmark, I found a couple of things that were very interesting, even concerning, that I was working through with the developers.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/vsyncoff.jpg (http://www.pcper.com/image/view/67234?return=node%2F64919)
FCAT overlay as part of the Ashes benchmark
First, the initial implementation of the FCAT overlay, which Oxide should be PRAISED for including since we don’t have and likely won’t have a DX12 universal variant of, was implemented incorrectly, with duplication of color swatches that made the results from capture-based testing inaccurate. I don’t know if Guru3D used that version to do its FCAT testing, but I was able to get some updated EXEs of the game through the developer in order to the overlay working correctly. Once that was corrected, I found yet another problem: an issue of frame presentation order on NVIDIA GPUs that likely has to do with asynchronous shaders. Whether that issue is on the NVIDIA driver side or the game engine side is still being investigated by Oxide, but it’s interesting to note that this problem couldn’t have been found without a proper FCAT implementation.
With all of that under the bridge, I set out to benchmark this latest version of Ashes and DX12 to measure performance across a range of AMD and NVIDIA hardware. The data showed some abnormalities, though. Some results just didn’t make sense in the context of what I was seeing in the game and what the overlay results were indicating. It appeared that Vsync (vertical sync) was working differently than I had seen with any other game on the PC.
For the NVIDIA platform, tested using a GTX 980 Ti, the game seemingly randomly starts up with Vsync on or off, with no clear indicator of what was causing it, despite the in-game settings being set how I wanted them. But the Frame Rating capture data was still working as I expected – just because Vsync is enabled doesn’t mean you can look at the results in capture formats. I have written stories on what Vsync enabled captured data looks like and what it means (http://www.pcper.com/reviews/Graphics-Cards/Frame-Rating-Visual-Effects-Vsync-Gaming-Animation) as far back as April 2013. Obviously, to get the best and most relevant data from Frame Rating, setting vertical sync off is ideal. Running into more frustration than answers, I moved over to an AMD platform.
Continue reading PC Gaming Shakeup: Ashes of the Singularity, DX12 and the Microsoft Store!! (http://www.pcper.com/reviews/General-Tech/PC-Gaming-Shakeup-Ashes-Singularity-DX12-and-Microsoft-Store)
Testing the Radeon R9 Fury X proved even more confusing. Try as I might, I could not get Vsync to turn off with Ashes of the Singularity, regardless of what the settings menu claimed I had asked for. I have been quite good at knowing at a glance whether or not Vsync is on or off on a game with the overlay enabled, and capturing video and playing it back frame by frame showed there was never any of the expected horizontal tearing associated with Vsync being disabled.
So what is going on? Is AMD screwing things up? Is FCAT simply an outdated tool that is not properly measuring what it is supposed to? As it turns out, neither of those assertions is true.
What we are seeing is the first implications of a new pipeline for graphics and compositing. WDDM 2.0 (Windows Display Driver Model) is a very big shift from what existed previously with WDDM 1.3. The days of exclusive fullscreen gaming may be on the way out as Microsoft shifts developers and hardware vendors into a standard path through the OS compositor rather than bypassing it. Implications for this change are only beginning to be understood, but let’s see how it affects Ashes of the Singularity today.
Even though Ashes of the Singularity is not a Windows Store application, the behavior we are seeing is part of the push that Microsoft is making to sell games through that store with a unified platform. The debate of app store based games versus free standing and open gaming has been a debate in the community (https://www.reddit.com/r/pcmasterrace/comments/45tqqy/quantum_break_and_why_windows_store_exclusives/t1_d0030be) since MS first starting discussing it – we just happen to have a real-world implication of it in front of us today.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/settings-cropped.jpg (http://www.pcper.com/image/view/67233?return=node%2F64919)
Back on topic to our specific testing scenario, the AMD platform is more closely emulating what Microsoft would like to see done as DX12 gaming progresses. They never want applications to enter into anything that resembles a “Vsync off” state, which front buffer flips that lead to horizontal tearing. Instead, the “Vsync” option in the Ashes settings switches the game engine between two states:


Vsync on: Render rate is capped at the refresh rate of the monitor (60Hz is where we’ll discuss this at today) and thus the maximum benchmarked result is 60 FPS.
Vsync off: Render rate is uncapped, able to go as high as the hardware will allow. The draw rate to the monitor however is capped at the maximum refresh rate of the monitor. Only the most recent frame rendered is shown at the Vsync interval – all other frames dropped from the pipeline.

In fact, this is exactly what Frame Rating and FCAT told us was happening, we just didn’t know why at the time.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/furyx-capped.jpg (http://www.pcper.com/image/view/67228?return=node%2F64919)
AMD Fury X Capped / Vsync On
This result shows Vsync enabled Ashes testing where the frame times displayed are either 16.6ms or 33.3ms, which equate to 60 FPS or 30 FPS, respectively.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/furyx-uncapped.jpg (http://www.pcper.com/image/view/67229?return=node%2F64919)
AMD Fury X Uncapped / Vsync Off
This graph looks very similar to the graph above, though we see frame times hit the 0ms mark. At those points, frames are missing from the FCAT overlay pattern and thus indicate that a frame was dropped from the output queue after the GPU had rendered it. Manually stepping through the recorded output verifies this assertion and as I learned this week, is the expected behavior for a game running under DX12 with these modes enabled.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/ashes-furyx-result.jpg (http://www.pcper.com/image/view/67231?return=node%2F64919)
Ashes result showing FPS higher than 60, despite running with Vsync
This process of rendering at an unthrottled rate but tossing out any frames that are rendered unnecessarily is how Ashes of the Singularity can self-report frame rates higher than 60Hz (or the maximum refresh of your screen) even though what is being shown on the screen is actually only running at 60 FPS. It is should be noted that this method still introduces judder into the animation, just as you would see with a capped, Vsync enabled scenario.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/980ti-uncapped.jpg (http://www.pcper.com/image/view/67230?return=node%2F64919)
NVIDIA GeForce GTX 980 Ti Uncapped / Vsync Off
NVIDIA, on the other hand, doesn’t enter into this state at all and, with the latest version of Ashes, behaves much more like previous gaming titles on the PC have in the past. When you set the game to Vsync on, you get a capped 60 FPS result without dropping any frames as the backpressure from Vsync forces the game engine into the proper stepping. If you set Vsync to off, the game enters into a fullscreen mode that has horizontal tearing and an uncapped render rate, and it displays at that rate with all the standard pros and cons that go along with it. (Side note: if you Alt-tab out of the NVIDIA Vsync off scenario the game will actually switch into the uncapped with Vsync on state, unable to revert until you restart the game.)
(Updated note: I quickly tested this Ashes of the Singularity benchmark with Skylake integrated graphics on the Core i7-6700K and it behaves like the NVIDIA platform, with horizontal tearing and an exclusive fullscreen mode with Vsync disabled.)
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/vsyncon.jpg (http://www.pcper.com/image/view/67235?return=node%2F64919)
Despite an uncapped frame rate, AMD's Fury X always runs with a synced frame
The obvious question is…why? Why does this behavior we are seeing on the AMD platform with Ashes behave in this way, and why does the NVIDIA/Intel behavior not? The answers are so complex at this point that I have had 4 conversations with different parties from different companies and I’m still not sure I have the full story.
Here’s what I know so far.
Microsoft is pushing DX12 games (and maybe not just those sold in the app store) to render through a standardized pipeline that uses the Windows compositing engine. In fact, from what I can tell, any game that is sold through the Windows App Store will be required to do so. Rendering through the Windows compositing engine is very similar to running in the borderless windowed mode that we have today (in that tearing is impossible but uncapped frame rates are also difficult to deal with). Microsoft has several reasons for this, most of which involve support for the various overlays and integrations that the company would like to integrate with Windows games. MS wants to have an Action bar, a recording bar, on-screen keyboard support for running games on tablets and 2-in-1s and more, all of which require overlay support and pushing games through the Windows compositing engine will allow them to do that in a standardized way.
Down the road, it appears that Microsoft thinks that running all games through the compositing engine will allow for unique features and additions to PC games, including multi-plane overlays. Multi-plane overlays allow two different render screens, one with the 3D game and another with the UI, for example, to be rendered at different resolutions or even updated at different rates, merging together through the Windows engine. Pushing games through the MS Windows engine will also help to improve on power efficiency, a trait that is more important as PCs mobile into the realm of mobile devices. It is laudable that MS wants to improve the PC gaming experience and bring some unique features from the Xbox to the PC – we just have questions on how it will be done and if they will be sacrificing some of what makes the PC, "the PC" to get it done.
But, if that is the direction MS is going, why are seeing the AMD and NVIDIA platforms behaving differently in Ashes of the Singularity? As it turns out, depending on who you ask, you are likely to get a different answer. No one wants to go against the wishes of Microsoft and no one wants to speak for them, but I have reached out to many people in the industry to try to figure out what’s going on. (Everyone wanted to remain anonymous in these discussions, FYI.)
One person told me that the reason NVIDIA’s results show a standard horizontal tearing behavior when Vsync is turned off in the game options is that it enumerates a DirectX feature called FlipEx, which refers to exclusive fullscreen. It is part of DX12 but was introduced prior to it; you can find background reading on it in Microsoft’s API documentation (https://msdn.microsoft.com/en-us/library/windows/desktop/ee890072%28v=vs.85%29.aspx). Based on this person’s information though, the AMD drivers do not enumerate support for that capability in DirectX 12. If it did, the behavior of the AMD hardware would match that of the NVIDIA hardware with Ashes of the Singularity.
Another viewpoint suggests a different direction. This person suggests that AMD’s driver is behaving as Microsoft has laid out DX12 to work in general, not just for universal apps, and that NVIDIA is implementing a workaround of sorts, to get Vsync off status to function as it has in the past, claiming exclusive fullscreen status in DX12.
What is 100% clear is that we are seeing the confusion surrounding a brand new API with very little specific direction to developers (or the media/community) on it. It also doesn’t help that everything we have been discussing has been a moving target since the days of the Windows 10 RTM. In fact, as I was told by several people this week, had we run this test with Ashes of the Singularity prior to the November 10th update to Windows 10, this entire situation would have been handled differently, with no ability for the game engine to run at uncapped frame rates. And it doesn’t appear to be finished yet.
Other Concerns and Observations
In my discussions with various people about DirectX, I also learned several interesting tidbits that don’t necessarily overlap with the debate about refresh rates and vertical sync (as we have discussed above).
First, it should be noted that most game developers actually support the kind of moves that Microsoft is making, at least when it comes to improving the experience and image quality of the games they are building. Tearing looks bad, no one is denying that, and removing it from PC games is definitely a goal to strive for. Talking with a handful of people, off the record, on what Microsoft is attempting to do with DX12 and unified games, the intent to improve the ecosystem seems legitimate, though the implementation and messaging seems to be half-baked at best.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/windowsstore.jpg (http://www.pcper.com/image/view/67232?return=node%2F64919)
The Windows Store on Windows 10
Benchmarking is likely going to see a dramatic shift with move to these app-style games on Windows 10, as the sandboxed nature will keep anything from “hooking” into executable as we have seen in the past. This means that overlays, like Fraps, EVGA Precision X, MSI Afterburner and even the FCAT overlay we would like to use for our capture-based Frame Rating testing, are kind of at a standstill. Measuring the performance of each game will necessitate the game developer writing an in-game benchmark mode that exports the kind of information that we want to see measured, and that we trust them to do it correctly, and that it will properly represent the experience the user sees. To its credit, the team at Oxide have done an excellent job of this with the Ashes benchmark, though I still have concerns over how the in-game data output matches up with the experience of watching the benchmark play thanks to those uncapped frame rates and dropped frames we detailed.
It also means NVIDIA is in a tight spot with GeForce Experience – as of now I know of no way that NVIDIA could circumvent the Microsoft App Store system and get GFE to offer the same kind of experiences that it does today with PC games. That includes setting in-game settings, doing gaming captures and integrating Twitch live streaming. Much of the advantage that NVIDIA has over AMD on the software side comes through GeForce Experience and the cohesiveness of the total software package, which could be lost if games distributed in this method really take hold. Obviously, the same restrictions would take place on AMD’s Gaming Evolved Software program.
http://www.pcper.com/files/imagecache/article_max_width/review/2016-02-29/store-comments.jpg (http://www.pcper.com/image/view/67237?return=node%2F64919)
Rise of the Tomb Raider, a DX11 game, already has exclusive fullscreen issues from the Windows Store.
How this works for variable refresh rate monitors, including those using AMD’s FreeSync and NVIDIA’s G-Sync, is also still a question mark. Based on a couple of talks I have had, it seems like that Microsoft would like to see that capability “owned” by the operating system as well, which would make sense if games use the unified compositing pipeline that MS would like them too. Chances are that AMD would eat this up – they have continued to push FreeSync as the open standard for VRR and the company could benefit from being the only VRR technology support on MS app store games. NVIDIA, on the other hand, very much likes to keep its technologies to itself, particularly G-Sync. The company has often teased upcoming additional features for G-Sync iterations down the road, which may not be possible or beneficial to develop if NVIDIA has to share the technology with its primary competitor. As for today, does FreeSync and G-Sync work? Well, let’s find out tomorrow shall we?
Also, though maybe not as apparent, multi-GPU technologies like SLI and CrossFire will not work the same way they do today with MS app store games, even if they are not using DX12. Because the executable files are being sandboxed, much of the work that goes into properly doing AFR, including the many game specific tricks from each company, will be unusable. We knew that this new version of Direct X would require game developers to integrate their own multi-GPU workloads, but it seems that even if a game is using DX11 and is sold through the app store, the same requirement will apply.
This post over at the PC Master Race subreddit gives even more examples (https://www.reddit.com/r/pcmasterrace/comments/45tqqy/quantum_break_and_why_windows_store_exclusives/t1_d0030be) of things that are going to change for games that are released through Microsoft’s Store implementation. No modding, no custom mouse bindings, no controller support outside of Xbox controllers; clearly this is going to shake up our lives as PC gamers. I also don’t think that you’ll be able to live stream out your games through XSplit and OBS either.
Closing Thoughts
This is clearly a discussion that is just at its beginning. My gut tells me that Ashes of the Singularity is just the tip of the iceberg, even if the AMD exclusive fullscreen issue gets ironed out with another driver update or game patch. Starting this week, you’ll see games hitting the Microsoft Store that are not going to be available anywhere else, giving gamers no option other than diving into this storm headfirst should they want to get their Gears on. At least for now, we still have Steam, Origin and dare I say it, Uplay, to help us create a more open PC gaming ecosystem.




Noticia:
http://www.pcper.com/reviews/General-Tech/PC-Gaming-Shakeup-Ashes-Singularity-DX12-and-Microsoft-Store

Jorge-Vieira
01-03-16, 16:27
DX12 Benchmarked with the Fury X and Titan X working together

Introduction
Welcome back to our series of articles covering the DX12-powered Ashes of the Singularity from developer Oxide Games and Stardock Entertainment. In our first article, we covered what Ashes of the Singularity is, and the benefits of DX12 (http://www.tweaktown.com/articles/7568/dx12-benchmarked-ashes-singularity-amd-nvidia-gpus/index.html).


http://imagescdn.tweaktown.com/content/7/5/7569_14_dx12-benchmarked-fury-titan-working-together.jpg (http://www.tweaktown.com/image.php?image=imagescdn.tweaktown.com/content/7/5/7569_14_dx12-benchmarked-fury-titan-working-together_full.jpg)

I was excited going into the testing of AotS thanks to its support of DirectX 12's explicit multi-GPU support, where I can run two GPUs in a multi-GPU array - no matter if they're mismatched brands, or even competing architectures from AMD and NVIDIA. In this article, we're going to look at testing the AMD Radeon R9 Fury X together (not against!) the NVIDIA GeForce GTX Titan X in Ashes of the Singularity, thanks to DX12.

<center></center>

What You Need to Know
What you need to know about DX12 we covered in our original article 'DX12 Benchmarked - Ashes of the Singularity with AMD and NVIDIA GPUs (http://www.tweaktown.com/articles/7568/dx12-benchmarked-ashes-singularity-amd-nvidia-gpus/index.html)'. In this article, we tested a slew of cards, including AMD's Radeon R9 390X, R9 Fury, and R9 Fury X. We also tested NVIDIA's GeForce GTX 980, GTX 980 Ti and Titan X.

We tested our AMD and NVIDIA video cards at 1920x1080, 2560x1440, 3840x2160 and 3440x1440 - covering all of the bases. While I was testing out all of the cards individually, all I wanted to do was test multi-GPUs - mixing an AMD Radeon R9 Fury X and NVIDIA GeForce GTX Titan X. Well, it was super fun - with results that didn't really surprise me. I expected much more, and you'll see these results on the next page.



Toda a review:
http://www.tweaktown.com/articles/7569/dx12-benchmarked-fury-titan-working-together/index.html

Enzo
02-03-16, 01:00
"Marketing cares about one thing: telling a story to the consumer. The story right now is that AMD is beating NVIDIA in DX12"
E quando sair os Pascal, logo veremos que história vamos ter para contar

Jorge-Vieira
02-03-16, 16:34
Ashes of the Singularity DX12 Benchmarks With AMD and NVIDIA


Stardock and Oxide Games released the Ashes of the Singularity Benchmark I in the Fall of 2015 and we ran some tests with the first non-synthetic Direcxt12 benchmark test (http://www.legitreviews.com/ashes-of-the-singularity-directx-12-vs-directx-11-benchmark-performance_170787) and found some very interesting results. Ashes of the Singularity uses the Nitrous Engine that is capable of using many CPU cores, so this benchmark should be a good way to look at how current video cards from AMD and NVIDIA will perform on a DX12 game title that has parallel rendering, asynchronous compute and even explicit multi-GPU support. Last week we were given access to the new Ashes of the Singularity Benchmark II tool that has been updated to better replicate real world user scenarios.
Here’s what’s new:


Explicit Multi-GPU. You can now insert an additional video card into your PC and increase performance by up to 2x. Explicit Multi-GPU allows gamers to use an AMD card and an Nvidia card in the same system.
Significant general performance optimizations.
The addition of the game’s Substrate faction in the benchmark.
Increased the benchmark’s overall load to test expanded gameplay features.
New graphics effects.
Advanced use of D3D12 multi queue and signaling mechanisms. This is often referred to as asynchronous compute.

image: http://www.legitreviews.com/wp-content/uploads/2016/03/Ashes-of-the-Singularity-SS-645x370.jpg (http://www.legitreviews.com/wp-content/uploads/2016/03/Ashes-of-the-Singularity-SS.jpg)
http://www.legitreviews.com/wp-content/uploads/2016/03/Ashes-of-the-Singularity-SS-645x370.jpg
We started to benchmark a handful of video cards on the new Ashes of the Singularity Benchmark II tool, but AMD was late to the driver game again and that Radeon Software Edition 16.2 video card drivers were optimized for this benchmark. Once we got done running the AMD benchmark numbers NVIDIA released GeForce 362.00 WHQL drivers, so we went back and updated all of our numbers again to ensure both AMD and NVIDIA were given a fair shake with the latest drivers. Since we were holding the article to ensure we were using the latest drivers from AMD what harm was there in delaying it a couple more days for NVIDIA.
image: http://www.legitreviews.com/wp-content/uploads/2016/03/dx12-gpus-tested-645x446.jpg (http://www.legitreviews.com/wp-content/uploads/2016/03/dx12-gpus-tested.jpg)
http://www.legitreviews.com/wp-content/uploads/2016/03/dx12-gpus-tested-645x446.jpgThe six video cards that we tested on DX12

For testing we pulled out six video cards that we wanted to look at with three being from AMD and two being from NVIDIA. We tried to pair cards together at price points to show DX12 performance at three different price points on current video cards.
Flagship Video Cards – $599+


AMD Radeon R9 Fury X – $599.99 after $30 rebate (http://www.newegg.com/Product/Product.aspx?Item=N82E16814150742)
Zotac GeForce GTX 980 Ti – $679.99 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814500379)

High-End Graphics Cards – $300 – $350


XFX Radeon R9 390 – $304.99 after $20 rebate (http://www.newegg.com/Product/Product.aspx?Item=N82E16814150729)
Zotac GeForce GTX 970 – $349.99 (http://amzn.to/1pnJwTj)

Mainstream Graphics Cards – $189 – $229


Sapphire Radeon R9 380X – $229.99 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814202183)
EVGA GeForce GTX 960 – $189.99 after $10 rebate (http://www.newegg.com/Product/Product.aspx?Item=N82E16814487091)

Let’s take a look at the test system and then see how these cards performed at 1920 x 1080, 2560 x 1440 and 3840 x 2160 screen resolutions!




Toda a review:
http://www.legitreviews.com/ashes-singularity-dx12-benchmarks-amd-nvidia_179551#jVq0BY5jFFSTFVRZ.99

Jorge-Vieira
03-03-16, 21:26
AMD to Add DirectFlip for DX12, Indicates FreeSync Incompatible with UWP Games (http://www.pcper.com/news/Graphics-Cards/AMD-Add-DirectFlip-DX12-Indicates-FreeSync-Incompatible-UWP-Games)

AMD's Robert Hallock (https://twitter.com/thracks), frequenter of the PC Perspective live streams (http://www.pcper.com/news/Graphics-Cards/PCPer-Live-Bioshock-Infinite-Game-Stream-Win-Games-and-Graphics-Cards-AMD) and a favorite of the team here, is doing an AMAA on reddit (https://www.reddit.com/r/Amd/comments/48e8rl/radeon_technologies_group_qa_is_happening_here_on/) today. While you can find some excellent information and views from Robert in that Q&A session, two particular answers stood out to me.

Asked by user CataclysmZA: Can you comment on the recent developments regarding Ashes of the Singularity and DirectX 12 in PC Perspective and Extremetech's tests? Will changes in AMD's driver to include FlipEx support fix the framerate issues and allow high-refresh monitor owners to enjoy their hardware fully? http://www.pcper.com/reviews/General-Tech/PC-Gaming-Shakeup-Ashes-Singularity-DX12-and-Microsoft-Store
Answer from Robert: We will add DirectFlip support shortly.
Well, there you have it. This is the first official notice I have from AMD that it is in fact its driver that was causing the differences in behavior between Radeon and GeForce cards in Ashes of the Singularity last week. It appears that a new driver will be incoming (sometime) that will enable DirectFlip / FlipEx, allowing exclusive full screen modes in DX12 titles. Some of our fear of the unknown can likely be resolved - huzzah!
http://www.pcper.com/files/imagecache/article_min_width/news/2016-03-03/vsyncon.jpg (http://www.pcper.com/news/Graphics-Cards/AMD-Add-DirectFlip-DX12-Indicates-FreeSync-Incompatible-UWP-Games)
Ashes of the Singularity wouldn't enter exclusive full screen mode on AMD Radeon hardware.
Another quesiton also piqued my interest:

Asked by user CataclysmZA: Can you comment on how FreeSync is affected by the way games sold through the Windows Store run in borderless windowed mode?
Answer from Robert: This article discusses the issue thoroughly (http://www.pcper.com/news/Graphics-Cards/Microsoft-Comments-UWP-Games-and-Full-Screen-Capability). Quote: "games sold through Steam, Origin [and] anywhere else will have the ability to behave with DX12 as they do today with DX11."
While not exactly spelling it out, this answer seems to indicate that for the time being, AMD doesn't think FreeSync will work with Microsoft Store sold games in the forced borderless windowed mode. NVIDIA has stated that G-Sync works in some scenarios (https://twitter.com/PellyNV/status/704723720993009668) with the new Gears of War (a Universal Windows Platform app), but it seems they too have issues.
As more informaiton continues to come in, from whatever sources we can validate, I'll keep you updated!



Noticia:
http://www.pcper.com/news/Graphics-Cards/AMD-Add-DirectFlip-DX12-Indicates-FreeSync-Incompatible-UWP-Games

Jorge-Vieira
10-03-16, 14:19
Ashes of the Singularity gets a March 31 release date

Oxide Games has set a March 31 release date for Ashes of the Singularity (http://www.ashesofthesingularity.com/). The game is hotly anticipated thanks to its trailblazing support for DirectX 12 (http://techreport.com/blog/29770/ashes-of-the-singularity-second-beta-gives-gcn-a-big-boost-with-dx12), including features like asynchronous compute and explicit multi-adapter. Ashes has been widely used as a benchmark of DirectX 12 performance since last year.

http://techreport.com/r.x/2016_3_9_/ss_c10f784662dac5039f595e7c2848e9170a9a1c8c.600x33 8.jpg Ashes is a sci-fi, real-time strategy game that lets players build massive armies of thousands of units. Huge battles are only part of the game, though. Oxide says players will have to manage an economy, choose techs, and deploy forces well to come out on top. The game offers a single-player mode against what Oxide claims to be "arguably the most sophisticated AI engine ever devised for a real-time strategy game." Players will also be able to compete in ranked matches or hold non-competitive games with friends.


<iframe width="620" height="315" src="https://www.youtube.com/embed/u0mK7se3fu0" frameborder="0" allowfullscreen></iframe>


Given the huge unit count possibilities, the game promises to push systems hard. Although we don't have the final specs yet, the minimum requirements for the beta (http://store.steampowered.com/app/228880/) call for a quad-core CPU and 6GB of RAM. The recommended requirements are much beefier, including an "Intel i5" or equivalent, 16GB of RAM, and a GTX 970, R9 290, or equivalent GPU.
The game's developers are already thinking beyond the release date. According to a developer's post to the Steam forums (http://steamcommunity.com/app/228880/discussions/1/412449431008523895/), the post-release to-do list includes multiplayer scenarios, modding, replays, and an observer mode.



Noticia:
http://techreport.com/news/29831/ashes-of-the-singularity-gets-a-march-31-release-date

Jorge-Vieira
14-03-16, 16:48
AMD announces Ashes of the Singularity game bundle

AMD has just announced an attractive new promotional hardware and games bundle. With effect immediately, Ashes of the Singularity will be bundled free (http://www.amd4u.eu/ashesofthesingularity/) with the purchase of a Radeon R9 380 Series graphics card (R9 380 or R9 380X). Buyers of pre-built systems equipped with either of these graphics cards will also qualify, according to the terms and conditions (http://amd4u.eu/files/AshesOfTheSingularity_Terms&Conditions.pdf) (PDF).
http://hexus.net/media/uploaded/2016/3/f322eab8-8298-49af-a13f-9626e8d2fa72.jpg
Ashes of the Singluarity (http://www.ashesofthesingularity.com/) rose from obscurity to our gestalt consciousnesses partly thanks to the canny move by its developers, Oxide Games, of creating one of the first DX12 ready and optimised games titles available (in beta, Early Access, final release due at the end of the month). Building a benchmark into 'Ashes' also helped raise awareness of the title among PC tech enthusiasts.
So, the game is famous due to its pioneering DX12 adoption, powered by the Nitrous Engine, does that mean you want it, and is it good to play? Ashes of the Singularity is a multiplayer real time strategy game (RTS) that is set in a war ravaged galaxy in the year 2178. With DX12, RTS games can be unshackled from the limits of units on screen and Ashes makes use of this ability so "thousands or even tens of thousands of individual actors can engage in dozens of battles simultaneously".
The game contains most of the features and requirements of RTS games you know, such as supply lines to be guarded, structures must be built, resources acquired, and logistics managed, amid the battles. It blends inspiration from Sins of a Solar Empire and Total Annihilation with game mechanics for planetary conquest influenced by the Company of Heroes games. On Steam Early Access the game is pretty well regarded, with a 75 per cent positive review (http://store.steampowered.com/app/228880/#app_reviews_hash) metric. It is interesting to note, also on the game's Steam page, that the recommended graphics card spec (for 1920x1080 gameplay) is a 4GB GDDR5 Nvidia GTX 970 / AMD R9 390 or equivalent.


<iframe width="700" height="394" src="https://www.youtube.com/embed/u0mK7se3fu0" frameborder="0" allowfullscreen></iframe>


AMD's Ashes of the Singularity game code bundle promo ends on 15th May, or whenever the pile of free codes is exhausted, whichever occurs soonest. You must use your redemption code within two months of the end of the campaign. There is a limit of three codes per household.



Noticia:
http://hexus.net/tech/news/graphics/91247-amd-announces-ashes-singularity-game-bundle/

Jorge-Vieira
01-04-16, 17:33
Ashes of the Singularity Day 1 Benchmark PreviewThe new Ashes of the Singularity game has finally been released on the PC. This game supports DX11 and the new DX12 API with advanced features. In this Day 1 Benchmark Preview we will run a few cards through the in-game canned benchmark comparing DX11 versus DX12 performance and NVIDIA versus AMD performance.



Introduction
Ashes of the Singularity (http://www.ashesofthesingularity.com/) is a game that from the start has been met with a whirlwind of interest and intrigue. AotS has struck nothing less than a debate between the use of DX12 and a feature called Asynchronous Compute that the API supports. This game has caused heated debate between AMD and NVIDIA GPU proponents. Without getting into the entire debate today and a detailed analysis of features and feature support in GPUs we are just simply going to take this now full retail game and find out how different GPUs compare and if DX12 provides an advantage.

This is just a preview, done overnight, to bring you a quick analysis of how DX12 compares over DX11 and how AMD compares versus NVIDIA in DX12 in this game currently. We will do a full evaluation once we have the proper time to spend with the game as usual. To test real world gameplay on AotS, we need to build up some armies and find out exactly what is the best structure for a gameplay run-through.



http://www.hardocp.com/images/articles/145950436379jEKuNgdA_1_1.gif

Quickly getting into it, we are going to use the AotS built-in benchmark which is the only way to examine performance in DX12 at this time. No third party applications exist currently that can capture framerate over time how we are used to in DX11 games. We encountered this issue in our recent Rise of the Tomb Raider DX11 vs. DX12 Review (http://www.hardocp.com/article/2016/03/28/rise_tomb_raider_dx11_vs_dx12_review).

Thankfully Ashes of the Singularity has a built-in benchmark which seems quite good for looking at a graphically intensive scenario in the game. The benchmark is setup so that it shows many NPCs fighting each other with loads of graphics being displayed at the same time in addition to the sheer number of opponents on the map at one time. The benchmark also provides a lot of data such as driver overhead, CPU load, GPU load, as well as batches and framerate. We will focus on the overall framerate result today.



http://www.hardocp.com/images/articles/145950436379jEKuNgdA_1_2.gif (http://www.hardocp.com/image.html?image=MTQ1OTUwNDM2Mzc5akVLdU5nZEFfMV8yX 2wuZ2lm) http://www.hardocp.com/images/articles/145950436379jEKuNgdA_1_3.gif (http://www.hardocp.com/image.html?image=MTQ1OTUwNDM2Mzc5akVLdU5nZEFfMV8zX 2wuZ2lm) http://www.hardocp.com/images/articles/145950436379jEKuNgdA_1_4.gif

To run AotS in DX12 is quite easy, just right click on the game in STEAM and select the DX12 run option. Otherwise, if you run the game from the "Play Game" option it will run it in DX11. This allows you to compare results easily. The graphics settings are exactly the same between DX11 and DX12.

In the graphics options you can select a global option for quality. It is interesting to note that only the "Low" option disables AA. Otherwise, from the second lowest option to the highest some form of MSAA is enabled. You may want to consider this when finding what is playable for your gamplay. You may need to lower or turn off MSAA to get acceptable performance manually.

For our testing today we used the "Crazy" option which sets all the in-game settings to the "High" setting which is their highest value. Crazy also enables 4X MSAA, but in our testing we did some tests without MSAA and with 4X MSAA for comparison. We also did a tests in the "Low" option just to compare.



Toda a review:
http://www.hardocp.com/article/2016/04/01/ashes_singularity_day_1_benchmark_preview#.Vv6wn3r 0Pug