This site may earn affiliate commissions from the links on this folio. Terms of use.

Ever since Microsoft announced DirectX 12, gamers take clamored for hard facts on how the new API would impact gaming. Unfortunately, hard data on this topic has been hard to come up by — until now. Oxide Games has released an early version of its upcoming RTS game Ashes of the Singularity, and immune the press to do some contained tire-kicking.

Earlier we dive into the exam results, allow'southward talk a bit about the game itself. Ashes is an RTS title powered by Oxide'south Nitrous game engine. The game's await and experience somewhat resemble Full Annihilation, with large numbers of on-screen units simultaneously, and heavy action between basis and flying units. The game has been in development for several years, and it'due south the debut title for the new Nitrous engine.

Ashes3

An RTS game is theoretically a bully mode to debut an API like DirectX 12. On-screen slowdowns when the action gets heavy have ofttimes plagued previous titles, and freeing upwards more CPU threads to attend to the rendering pipeline should be a boon for all involved.

Comport in mind, withal, that this is a preview of DX12 operation — nosotros're examining a single title that's still in pre-beta condition, though Oxide tells us that information technology'southward been working very difficult with both AMD and Nvidia to develop drivers that support the game effectively and ensure the rendering performance in this early test is representative of what DirectX 12 tin deliver.

Nvidia really doesn't think much of this game

Nvidia pulled no punches when it came to its opinion of Ashes of the Singularity. According to the official Nvidia Reviewer'due south Guide, the benchmark is primarily useful for ascertaining if your ain hardware will play the game. The company as well states: "We do not believe information technology is a good indicator of overall DirectX 12 performance." (emphasis original). Nvidia also told reviewers that MSAA performance was buggy in Ashes, and that MSAA should exist disabled by reviewers when benchmarking the title.

Oxide has denied this label of the benchmark in no uncertain terms. Dan Baker, co-founder of Oxide Games, has published an in-depth blog mail on Ashes of the Singularity, which states:

"At that place are wrong statements regarding issues with MSAA. Specifically, that the awarding has a issues in information technology which precludes the validity of the test. We assure everyone that is absolutely not the case. Our code has been reviewed by Nvidia, Microsoft, AMD and Intel. It has passed the very thorough D3D12 validation system provided by Microsoft specifically designed to validate against wrong usages. All IHVs have had access to our source code for over year, and we tin can confirm that both Nvidia and AMD compile our very latest changes on a daily basis and take been running our application in their labs for months. Fundamentally, the MSAA path is substantially unchanged in DX11 and DX12. Whatever argument which says there is a bug in the awarding should be overlooked as inaccurate information.

"So what is going on and so? Our analysis indicates that the whatever D3D12 problems are quite mundane. New API, new drivers. Some optimizations that that the drivers are doing in DX11 just aren't working in DX12 all the same. Oxide believes information technology has identified some of the issues with MSAA and is working to implement piece of work arounds on our code. This in no way affects the validity of a DX12 to DX12 examination, as the same verbal work load gets sent to everyone'south GPUs. This type of optimizations is only the nature of brand new APIs with young drivers."

AMD and Nvidia have a long history of taking shots at each other over game optimization and benchmark choice, only nigh developers choose to stay out of these discussions. Oxide's decision to buck that trend should exist weighed appropriately. At ExtremeTech, we've had access to Ashes builds for near two months and have tested the game at multiple points. Testing we conducted over that flow suggests Nvidia has done a bang-up deal of work on Ashes of the Singularity over the past few weeks. DirectX 11 performance with the 355.60 driver, released on Friday, is significantly better than what we saw with 353.xxx.

Is Ashes a "real" benchmark?

Baker's blog postal service doesn't but refute Nvidia'due south MSAA claims; it goes into item on how the benchmark executes and how to translate its results. The standard benchmark does execute an identical flyby laissez passer and tests various missions and unit match-ups, just it doesn't pre-compute the results. Every aspect of the game engine, including its AI, audio, physics, and firing solutions is executed in real-fourth dimension, every single time. By default, the benchmark is designed to record frame fourth dimension information and written report a play-past-play written report on operation in every subsection of the test. Nosotros just had a relatively short menstruum of time to spend with the game, but Ashes records a great bargain of information in both DX11 and DX12.

Ashes of the Singularity besides includes a CPU benchmark that can be used to simulate an infinitely fast GPU — useful for measuring how GPU-bound any given segment of the game actually is.

In brusk, past any reasonable significant of the phrase, Ashes is absolutely a real benchmark. Nosotros wouldn't recommend taking these results as a guaranteed predictor of future DX12 performance between Cherry and Greenish — Windows x only just launched, the game is nonetheless in pre-beta, and AMD and Nvidia still accept issues to iron out of their drivers. While Oxide strongly disputes that their MSAA is bewitched for whatsoever meaningful definition of the word, they acknowledge that gamers may want to disable MSAA until both AMD and NV have had more time to work on their drivers. In deference to this view, our own benchmarks take been performed with MSAA both enabled and disabled.

Test setup

Because Ashes is a DirectX 12 championship, it presents unlike performance considerations than we've previously seen, and unfortunately we only have time to address the most obvious cases between AMD and Nvidia today. As with Mantle before it, nosotros expect the greatest functioning improvements to prove up on lower-core CPUs, or CPUs with weak unmarried-threaded performance. AMD fries should benefit dramatically, equally they did in Drapery, while Intel Cadre i3'due south and Core i5's should notwithstanding see meaning improvements.

With that said, our pick of a Core i7-5960X isn't an accident. For these initial tests, we wanted to focus on differences in GPU performance. Nosotros compared the Nvidia GTX 980 Ti using the newly-released 355.threescore drivers. These drivers dramatically boost Ashes of the Singularity performance in DX11 and are a must-download if you programme on playing the game or participating in its beta. AMD likewise distributed a new beta Catalyst build for this review, which was also used here. Our testbed consisted of an Asus X99-Palatial monitor, Core i7-5960X, 16GB of DDR4-2667, a Galax SSD, and the same GTX 980 Ti and R9 Fury X video cards.

We chose to test Ashes of the Singularity at both 1080p and 4K, with 4x MSAA enabled and disabled. The game was tested at its "Loftier" default preset (note that the "Loftier" preset initially sets 2x MSAA every bit default, but nosotros changed this when testing with MSAA disabled).

Batches? We don't need no stinkin' batches!

As we pace through the game's performance, nosotros should talk a chip about how Oxide breaks the performance figures down. In Ashes, performance figures are given as a total average of all frames besides every bit by batches. Batches, for our purposes, can be thought of as synonymous with draw calls. "Normal" batches contain a relatively light number of depict calls, while heavy batches are those frames that include a huge number of draw calls. One of the major purposes of DirectX 12 is to increase how many draw calls the system tin handle simultaneously without bogging down.

Test results: DirectX 11

Nosotros'll begin with DirectX 11 functioning between the AMD Radeon R9 Fury 10 and the GeForce GTX 980 Ti. The first graph is the overall frames-per-second average between AMD and Nvidia, the next two graphs bear witness performance broken out by batch blazon.

DX11-High

Overall operation.

Batch performance at 1080p

Batch performance at 1080p

Batch performance at 4K

Batch performance at 4K

Nvidia'south DirectX 11 functioning makes hash of AMD in DX11. Looking at the graph breakdowns for Normal, Medium, and High batches, we tin can run across why – Nvidia's performance lead in the medium and heavy batches is much greater than in normal batches. Nosotros can come across this most clearly at 4K, where Nvidia leads AMD past simply 7% in Normal batches, but by 84% in Heavy batches. Enabling 4x MSAA cuts the gap between AMD and Nvidia, equally has often been the instance.

Overall performance with MSAA enabled

Overall performance with MSAA enabled

Batch performance in 1080p

Batch functioning at 1080p

Batch performance in 4K

Batch functioning at 4K

Note that while these figures are comparatively stronger for AMD on the whole, they nonetheless aren't great. Without antialiasing enabled, Nvidia's GTX 980 Ti is 1.42x faster than AMD in 4K and i.78x faster in 1080p. With MSAA enabled, that gap falls to ane.27x and ane.69x respectively. The batch breakouts show these trends too, though it'southward interesting that the Fury X closes to within thirteen% of the GTX 980 Ti at4K, Medium batches.

The gap between AMD and Nvidia was smaller last calendar week, but the 355.sixty driver improved Squad Green'south performance by an overall fourteen% and upward to 25% in some of the batch-specific exam. Oxide told us it has worked with Nvidia engineers for months to ensure the game ran optimally on DirectX xi and 12, and these strong results carry that out.

  • one of three