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Deus Ex: Mankind Divided PC performance thread

I've had the game since day one but I think I'll keep holding off on starting it until the DX12 patch hits and performance/bugs have been ironed out a bit.
 
hey guys, not sure if this is the right place. Recently upgraded to a EVGA 1080 FTW and added 100mhz to the core clock and 150mhz to the memory clock which seems stable enough after a few testing runs. So during the first part where Jensen's augs are damaged, I noticed a few artifacts on screen. Might be a stupid question but is his vision damaged or are those artifacts from my overclock?
 
hey guys, not sure if this is the right place. Recently upgraded to a EVGA 1080 FTW and added 100mhz to the core clock and 150mhz to the memory clock which seems stable enough after a few testing runs. So during the first part where Jensen's augs are damaged, I noticed a few artifacts on screen. Might be a stupid question but is his vision damaged or are those artifacts from my overclock?

It's the game, don't worry. :)
 

SimplexPL

Member
Or Rise of the Tomb Raider for that matter, also a Nixxes port

Hitman is a better comparison, since MD is based on Glacier.
Also, AFAIK Mankind Divided has been touted as DX12 poster child, so if DX12 will not bring any visible visual or performance improvements, it will be a PR fail.

http://www.amd.com/en-us/innovations/software-technologies/directx12 said:
Rev up your gaming engine

Our relationships with game developers are key to giving you the high-octane gaming experience you deserve. The two games that have been publicly announced in support of DirectX 12 – Ashes of the Singularity™ by Oxide Games and Deus Ex: Mankind Divided™ by Square Enix – are optimized exclusively for AMD hardware.


http://www.tweaktown.com/news/47592/amd-deus-ex-mankind-divided-dx12-support-launch/index.html said:
I had a lengthy chat with AMD's Chief Gaming Scientist, Richard Huddy, earlier today about all things DX12 and Asynchronous Shaders, where AMD talked about having their technology and support in Deus Ex: Mankind Divided. Since they used Mankind Divided in their own internal materials, I thought I'd ask if we'd see DX12 support at launch. Huddy replied, saying that Deus Ex: Mankind Divided would indeed launch with DX12 support. Not only that, but Mankind Divided will also include AMD's own TressFX Hair 3.0 technology alongside DX12. The news to take away from this is that we've just had a confirmation of DX12 support in Mankind Divided out of the box. I had a suspicion that it would launch with DX11 support and would later be patched with DX12 support, but it looks like we can expect DX12 support straight off the bat.

Last sentence is funny.
 
Hitman is a better comparison, since MD is based on Glacier.
Also, AFAIK Mankind Divided has been touted as DX12 poster child, so if DX12 will not bring any visible visual or performance improvements, it will be a PR fail.






Last sentence is funny.

There hasn't been a Gimping Devolved game which actually lived up to all the big promises of DX12. I mean, I'm not going to hold my breath for this game either, though it hardly matters to me as someone who's playing it on a 1080 in 4K resolution.

The only game which has seen significant low-level API improvement is actually DOOM, which isn't even DX12, it's Vulkan.
 

leng jai

Member
Hitman is a better comparison, since MD is based on Glacier.
Also, AFAIK Mankind Divided has been touted as DX12 poster child, so if DX12 will not bring any visible visual or performance improvements, it will be a PR fail.






Last sentence is funny.

Surely if it was a DX12 poster child it would have been ready from day one. Most of the people who bought it at launch have probably either finished or given up on the game by now.
 

SimplexPL

Member
It was supposed to be DX12 poster child. It was marketed as one.

I bought it at launch, but decided to replay DE:HR DC first. I should be done when the DX12 patch is out.
 
They later backtracked most of the claims about DX12 in this game though. The devs aren't even using asynchronous compute for anything except hair rendering now I believe.

Battlefield 1 isn't seeing any improvements from DX12 either in that open beta and that's DICE, the inventors of Mantle.

All the DX12 "poster children" are proving to be quite disappointing so far in 2016. Again, the only game which actually showed massive improvements from low-level API was DOOM Vulkan, and that's only really because OpenGL is so awful on Radeon plus the DOOM devs used shader intrinsic functions which aren't available in DX12.
 

dr_rus

Member
shader intrinsic functions which aren't available in DX12.

They are actually, and in NV's case at least - for quite some time (post). AMD is providing them since spring as well I believe although it seems that they've disabled them in current DX11 driver for some reason. And SM 6.0 should standardize them a bit so it'll be easier to use these functions across all DX12 h/w. DX12 will still pretty much require separate resource management paths however meaning that it will still be quite easy for some IHV to not optimize for another IHV h/w.
 

Lister

Banned
Can't wait to see how much worse it'll run on my Nvidia gpu.

Hehe, yeah I'm worried too.

DX 12 was supposed to really spread that main rendering thread out on the CPU, lower overhead on draw calls significantly and therefore improve overall performance.

It's done that last thign for AMD, for sure, thanks to poor DX dirvers, but Nvidia hasn't seen much if any improvement.
 

SimplexPL

Member
This may be partly in fact that nvidia already has relatively low CPU overhead in DX12, so eking out additional performance might not be easy.
 

Lister

Banned
This may be partly in fact that nvidia already has relatively low CPU overhead in DX12, so eking out additional performance might not be easy.

Also a lot of games have had to deal with the limitaitons on draw calls and are good at batching a lot of stuff together.

I mean we do see the improvements the API is supposed to bring in thing slike synthetic benchmarks. 3D Mark's new DX12 benchmark has somethign ridiculous in terms of complexity over the previous one, so the new API DOES improve stuff, I guess games just aren't pushing that yet.
 

sanhora

Member
Patch is out

The following fixes are in this patch:
- Fixed a freeze that happened for some players during the subway loading scene.
- Fix for issue where massive stalls would occur in Prague.
- Fixed issue where players could no longer save when they ran out of Steam Cloud space. (When the player runs out of space, the oldest saves will now be removed from the Steam Cloud. They will NOT be deleted and are still available from disk. They will remain present in your in-game ‘load game’ list.
- Improved shadow behaviour in the distance when Contact Hardening Shadows is turned on.
- Fixed issue where tutorial messages could stay/re-appear on-screen after completing the tutorial.
- Fixed an issue where players could lose input control when hacking certain computers.
- Fixed various UI issues.

Release of DirectX 12 support in Deus Ex: Mankind Divided:
As of today, users are also able to utilize the awaited DirectX 12 Graphics API. To activate this you are required to do the following:
Within your Steam Library, right-click on Deus Ex: Mankind Divided.
Select ‘properties’ from the context menu and navigate to the Beta tab.
From the dropdown menu, select dx12_preview then close the window.
 
Downloaded update. They fixed the marking system showing improper location on 21:9 but the damage indicator still takes only a part of the screen.
 

jorimt

Member
Just tested DX11 vs DX12 via the benchmark...

OS: Windows 10 64-bit (Anniversary Update)
Nvidia Driver: 372.70
Display: Acer Predator XB271HU
Motherboard: ASRock Z87 Extreme4
Power Supply: EVGA SuperNOVA 750W G2
CPU: i7-4770k @4.2GHz
Heatsink: Hyper 212 Evo w/2x Noctua NF-F12 Fans
GPU: GIGABYTE GTX 980 Ti G1 Gaming 6GB
RAM: 16GB G.SKILL Sniper DDR3 @1866MHz
SSD (OS): 256GB Samsung 850 Pro
HDD (Games): 5TB Western Digital Black 7200 RPM/128MB Cache

lld4.png

DX11


DX12 implementation in most games thus far is like 3D conversions done on originally 2D theatrical releases: not good.

Oh well, maybe certain setups are seeing actual gains.

What does it mean by stalls?

Probably this:
http://forums.eu.square-enix.com/showthread.php?t=191272
 

SimplexPL

Member
Pity that the minimum framerate is unchanged. That's something I'd like to see as improvement in DX12.

So it's confirmed that DX12 beta performance on nvidia hardware is inferior to DX11?


OS: Windows 10 64-bit (Anniversary Update)
Edit: Some more results at guru3d here

They could use some spellchecking:
"Espercailly at 1080P the RAdeon Cards do shine"
 

dr_rus

Member
Pity that the minimum framerate is unchanged. That's something I'd like to see as improvement in DX12.

So it's confirmed that DX12 beta performance on nvidia hardware is inferior to DX11?




They could use some spellchecking:
"Espercailly at 1080P the RAdeon Cards do shine"

Judging by CB.de's gameplay benchmarks both NV and AMD h/w owners should stay clear of this version of DX12 renderer for now.
 

SimplexPL

Member
Why did they even release it?

At least I expected nothing than total disappointment when they delayed DX12 support to post-release.
 

dr_rus

Member
Why did they even release it?

At least I expected nothing than total disappointment when they delayed DX12 support to post-release.

Because teh Radeons are getting a boost in the built-in benchmark! Which is all over the Internet already thanks to G3D tests and user screenshots. People can't seem to fathom the idea that the built-in benchmark do not represent the in-game experience. AMD's marketing at its worst, nothing of value added, Nixxes would be better off spending these resources on improving DX11 renderer performance and compatibility.
 
Because teh Radeons are getting a boost in the built-in benchmark! Which is all over the Internet already thanks to G3D tests and user screenshots. People can't seem to fathom the idea that the built-in benchmark do not represent the in-game experience. AMD's marketing at its worst, nothing of value added, Nixxes would be better off spending these resources on improving DX11 renderer performance and compatibility.

I mean... RotTR, also by Nixxes, had a busted DX12 implementation initially, it was patched to acceptable levels recently, and AMD had nothing to do with that. This one is clearly still in beta with a lot of bugs which is why you have to opt-in.

That said, I don't know why you feel the need to turn every single PC thread into GPU wars.
 

Diancecht

Member
I have 980ti, i7 6700K and 8 GB RAM. Did a quick test with Dx12. Everything on ultra, 1080p.

TF29 main lobby: DX11: 61 FPS, DX12: 51 FPS.
Praha streets: DX11: 65 FPS, DX12: 54 FPS.

Solid 10 FPS loss. Another shitty DX12 implementation on Nvidia hardware.
 

dr_rus

Member
I mean... RotTR, also by Nixxes, had a busted DX12 implementation initially, it was patched to acceptable levels recently, and AMD had nothing to do with that. This one is clearly still in beta with a lot of bugs which is why you have to opt-in.

That said, I don't know why you feel the need to turn every single PC thread into GPU wars.

Because this very game is the causality of this war. They launched with loads of rendering issues in DX11 b/c they were forced to work on the DX12 renderer which as it turns out doesn't even help anyone. If you're ok with this then I don't and never will understand you.
 

ISee

Member
I have 980ti, i7 6700K and 8 GB RAM. Did a quick test with Dx12. Everything on ultra, 1080p.

TF29 main lobby: DX11: 61 FPS, DX12: 51 FPS.
Praha streets: DX11: 65 FPS, DX12: 54 FPS.

Solid 10 FPS loss. Another shitty DX12 implementation on Nvidia hardware.

Not just for nvidia.
 
Deus Ex: Mankind Divided gets DirectX 12 preview update
https://techreport.com/news/30632/deus-ex-mankind-divided-gets-directx-12-preview-update

Owners of Mankind Divided may not have noticed that this update also brings the first preview of the DX12 version of the game. To try out the DX12 preview, load up Steam, right-click the game in your library, select "Properties," and click over to the Betas tab. The DX12 codepath has been released as a beta branch of the game because it isn't ready for prime time yet, and developer Nixxes wants to get the community's help with testing its implementation of the new API ahead of its September 19 release.

Given the beta status, there are some caveats about running the game in DX12 mode. Multi-GPU systems aren't supported yet, although Nixxes says they will be by the final release. The developer also says that while DX12 can offer better performance in some cases, it may cause problems for some users. Nixxes advises users having trouble to simply switch back to the normal build, because there are no gameplay or visual differences between the two render paths. Of particular note with the new DX12 backend for the game is a known bug that causes performance regressions on "some very high-end cards." As always, make sure you have the latest graphics drivers before loading up bleeding-edge graphics code.
 

belmonkey

Member
I seemed to lose a few fps overall in DX12 with my 750 ti, and performance wasn't too pretty already. Hopefully future updates to the DX12 version change that, but I have little hope for it helping my Nvidia Gpu.
 

mosdl

Member
I still see big fps drops on a 1070 walking around Prague (esp in the 2nd Prague area), though the drops are into the low 50s now mostly instead of 40s.

There is one wall I can stare at that still drops me to low 40s.
 
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