Rise of the Tomb Raider update adds DX12 multi-GPU support

Rise of the Tomb Raider PC developer Nixxes is launching the seventh update for the game today on Steam and the Windows Store. This update brings multi-GPU support to the game's DirectX 12 renderer, which should make that small-but-very-vocal group of users happy. The Windows Store version of the game is finally getting a vertical-sync toggle, and Nixxes gave 3D stereo and multi-monitor setups some attention too.

Perhaps most interestingly, the patch notes specifically call out DirectX 12 Asynchronous Compute support on both AMD and Nvidia GPUs. AMD cards from GCN 1.1 and later are supported, which includes most of the company's releases since 2013. Nvidia users will need a brand-spanking-new Pascal GPU to get in on the async compute action, though.

Dutch game developer Nixxes is responsible for the excellent PC ports of a number of major titles in the last few years, including Deus Ex: Human Revolution and the 2013 Tomb Raider reboot. Rise of the Tomb Raider's PC version is a lush exhibition of the latest graphics technologies. The game got a patch in March to add a DirectX 12 backend to the game, but ironically, the DirectX 11 codepath gave better performance—even on AMD GPUs. Hopefully this update will resolve that situation.

Comments closed
    • beck2448
    • 3 years ago

    multi gpu? just get one good one,
    [url<]http://www.hardocp.com/article/2016/07/11/amd_radeon_rx_480_8gb_crossfire_review/13#.V4S9sq6bgwc[/url<]

    • LostCat
    • 3 years ago

    Good game. Some areas performed like crap in DX11 tho.

    • Sam125
    • 3 years ago

    I see the new Laura Croft got a breast reduction and had it injected straight up into her butt cheeks. 😛

      • Sonk
      • 3 years ago

      The game is amazing. Even better with SLI now woohoo!

        • Laykun
        • 3 years ago

        I would certainly get this angry over this statement as well. God, do people just not care about facts these days?

          • Shobai
          • 3 years ago

          You have to wonder how much either of them care when they can’t get her name right…

      • Meadows
      • 3 years ago

      I support her decision.

        • Redocbew
        • 3 years ago

        +3

        • Sam125
        • 3 years ago

        I do too, Meadows, I do too.

      • USAFTW
      • 3 years ago

      Something I approve. That’s where my eyes’ll be at all the time.

        • UberGerbil
        • 3 years ago

        I remember when the very first, retrospectively low-poly-tastic (but at the time, amazing) version of the game came out and gave people a reason to buy that first RivaTNT card. I told a friend to check it out and his first comment was “Let me get this straight: they gave the character giant boobs but you spend the entire game watching her butt?”

          • ratte
          • 3 years ago

          For me it was a reason to buy 3dfx and do a replay.
          Good times.

      • odizzido
      • 3 years ago

      I can tell you from experience if you’re running around and doing the things laura does you’re going to get a bigger butt.

        • Shobai
        • 3 years ago

        [quote<]laura[/quote<] You as well?! For shame!

          • biffzinker
          • 3 years ago

          It’s spelled [b<]Lara[/b<] for you guys misspelling it. [quote<]Lara Croft is a fictional character and the protagonist of the Square Enix (previously Eidos Interactive) video game franchise Tomb Raider.[/quote<] [url=https://en.wikipedia.org/wiki/Lara_Croft<]Lara Croft - Wikipedia[/url<]

      • Billstevens
      • 3 years ago

      In fairness athletic women have this appearance.

    • Airmantharp
    • 3 years ago

    So, how is DX11 multi-GPU support?

      • tipoo
      • 3 years ago

      It’s called crossfire and SLI and it’s usually poop

    • nanoflower
    • 3 years ago

    Which form of multi-GPU support are they providing? Do they support different GPUs from the same vendor or from different vendors?

    • HisDivineOrder
    • 3 years ago

    Can’t wait to see if Async Compute actually works on Pascal GPU’s and not Maxwell. That’ll be an interesting scandal to read about.

      • LostCat
      • 3 years ago

      The not using a feature on hardware that doesn’t support it scandal?

        • tipoo
        • 3 years ago

        The “they said async drivers were in the works for Maxwell leading some to believe the hardware had the capacity but wasn’t exploited, only to find Nvidia flipped tune once Pascal was out and said it was the architecture to introduce it for them” scandal.

          • biffzinker
          • 3 years ago

          You would expect some kind of backlash for promising a feature that wasn’t doable from the beginning.

            • Pwnstar
            • 3 years ago

            Too many green koolaid drinkers for that to happen.

          • LostCat
          • 3 years ago

          Ahh. Thought he was referring to the developer, not NV. :p 🙂

    • arbiter9605
    • 3 years ago

    Before this update, i got avg of 110fps, after the update about 90fps. Same settings and everything.

      • blahsaysblah
      • 3 years ago

      Is latency and or quality improved? FPS is just a number without context…

    • biffzinker
    • 3 years ago

    Does this mean the 7950/7970 are also supported with their Dual Asynchronous Compute Engines (ACE) as well? Just curious is all, and isn’t it odd that in order to take advantage of Async Compute Pascal is required?

      • xeridea
      • 3 years ago

      I think most 200 series and newer cards would be supported. Not sure why 7000 series not supported, though side note: the 4850 had tessellation in hardware (they had demos using it), but it wasn’t supported in DX11 because it worked differently in DX11 than however it was implemented in demo.

      Pascal is only required for Nvidia cards because Maxwell doesn’t actually support async at all (though they led people to believe it did until 1080 was launched).

        • Kaotik
        • 3 years ago

        ACEs are AMD exclusive feature, and no NVIDIA architecture, including Pascal, has anything similar in it. You don’t need ACEs for asynchronous compute, but it makes it a lot more flexible.
        Pascal supports async, doesn’t have ACEs, and it’s async support isn’t as flexible as AMDs

        • stefem
        • 3 years ago

        First, ACE isn’t a D3D12 feature so even AMD GPUs doesn’t “support ACE”, they instead have a structure that AMD call ACE, much like AMD GPUs lack Polymorph Engine but has a tassellator NVIDIA’s Maxwell support async compute (they are doing ATW on it) just the way work are scheduled (read the Kepler review here at TR and Pascal review or the Kepler white paper) makes the resulting performance less predictable.
        I think Kaotic explained that quite well.

          • xeridea
          • 3 years ago

          Correction accepted, what I was referring to is async, which we now know Maxwell does not do at all in hardware. They can kind of emulate it in the driver, but since it isn’t actually done in hardware, it offers 0 benefit, may even run slower. This is why team green has been downplaying it so heavily.

            • stefem
            • 3 years ago

            You may explain how you can think to emulate parallel processing in the driver.

      • brucethemoose
      • 3 years ago

      They’re GCN 1.0, so apparently not.

      I wonder why. What did Hawaii get that Pitcairn/Tahiti don’t have for ASync compute?

        • Puiucs
        • 3 years ago

        as far as i know:
        1. New Compute Unit instructions, including FLAT instructions for HSA memory model compliance
        2. Full Address Translation Cache implementation, which allows both data and code to/from CUs to be addressed directly with the process address space (no pinning restriction), apart from the GPU’s own virtual address spaces. This has to be backed by PCIe ATS 1.1, which is implemented by AMD in IOMMUv2.
        3. Ability to access the coherent, system address space directly. In earlier architectures, that space can only be accessed after the particular region needed is mapped into GPU’s virtual address space and with no coherency guarantees.
        4. and let’s not forget about quad ACEs

        in general 1.1 focused on compute + some smaller optimisations

        • tipoo
        • 3 years ago

        8 ACEs? 1.0 had 2 with 2 queues each iirc, while later GCN had 8 ACEs with 8 queues each for 64 command sources total.

    • tipoo
    • 3 years ago

    [benchmark anticipation intensifies]

    • DPete27
    • 3 years ago

    I wanna play this, but it’s still so expensive.

      • Bomber
      • 3 years ago

      I got it for $18 on a sale for Gamestop (steam activated!!) several months ago. Beats the crap out of my OC 5820k and 980ti at 4k, but man does it look amazing. Controls are a little different that Tomb Raider but I’m having as much fun playing through it little by little.

      • Sargent Duck
      • 3 years ago

      Bought it on launch day, don’t regret my decision at all.

      If a game is amazing (which this is), I don’t mind making sure the developers know they did a good job.

        • Mat3
        • 3 years ago

        I really enjoyed the 2013 Tomb Raider. This one seems like a redo of that reboot?

          • Puiucs
          • 3 years ago

          direct sequel

      • NeoForever
      • 3 years ago

      How much would you be willing to pay for it?
      Would you trade something for it instead?

      For curiosity’s sake of course. 😉

    • Takeshi7
    • 3 years ago

    Now lets see some graphs.

      • Shobai
      • 3 years ago

      And please fix the Frame Number ones

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