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Thread: a little research and a fair warning

  1. #1
    Xtreme Mentor
    Join Date
    May 2008
    cleveland ohio

    a little research and a fair warning

    These list here are from Wiki

    They're help all gamers find the games you want be it, Raytracing, DXR, Vulkan, PhysX, Crossfire or SLI

    Do note that with DX12, DXR and Vulkan that PhysX is lock to CPU only NO GPU Phyx Support. I myself am very disappointed in this, because it lacks consumer choice.

    Games that support SLI can be found here

    Games that support Crossfire can be found here

    Games that support DXR Raytracing can be found here

    Games that support Vulkan can be found here

    Older games that supported GPU physX can be found on this shorter list This list however is very old and doesn't show all newer games from about past a certain year.
    This next one shows up to 2016

    While looking on some other list. You will notice that a very high number of games will say PhysX as "middle ware" The only way to check if these games a GPU physX is turn on the visual indicator in the Nvidia Control panel. It's up in the 3D setting tab on the nvidia control panel, it will say "show PhysX visual indicator"

    This list show Dx12 games, but also shows which games support mGPU or MultiGPu in DX12

    after some research about DX12 Multi GPU I'd hate to tell you all this but implementing this far harder that just having the drivers do it like they did DX11. Then Moving it to the Works to the developers. The problem here is that now not only does the game/game engine have to support it but it's almost like there is
    about 4 different ways to support Multi GPU making even more complex than it was initially though.

    DirectX 12
    See also: Direct3D 12
    DirectX 12 was announced by Microsoft at GDC on March 20, 2014, and was officially launched alongside Windows 10 on July 29, 2015.

    The primary feature highlight for the new release of DirectX was the introduction of advanced low-level programming APIs for Direct3D 12 which can reduce driver overhead. Developers are now able to implement their own command lists and buffers to the GPU, allowing for more efficient resource utilization through parallel computation. Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve "console-level efficiency on phone, tablet and PC".[42] The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's Mantle for AMD graphics cards, Apple's Metal for iOS and macOS and Khronos Group's cross-platform Vulkan.

    Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously; multi-GPU support was previously dependent on vendor implementations such as AMD CrossFireX or NVIDIA SLI.[43][44][45][46]

    Implicit Multiadapter support will work in a similar manner to previous versions of DirectX where frames are rendered alternately across linked GPUs of similar compute-power.

    Explicit Multiadapter will provide two distinct API patterns to developers. Linked GPUs will allow DirectX to view graphics cards in SLI or CrossFireX as a single GPU and use the combined resources; whereas Unlinked GPUs will allow GPUs from different vendors to be utilized by DirectX, such as supplementing the dedicated GPU with the integrated GPU on the CPU,or combining AMD and NVIDIA cards. However, elaborate mixed multi-GPU setups requires significantly more attentive developer support.
    DirectX 12 is supported on all Fermi and later Nvidia GPUs, on AMD's GCN-based chips and on Intel's Haswell and later processors' graphics units.[47]

    At SIGGRAPH 2014, Intel released a demo showing a computer-generated asteroid field, in which DirectX 12 was claimed to be 5070% more efficient than DirectX 11 in rendering speed and CPU power consumption.[48][49]

    Ashes of the Singularity was the first publicly available game to utilize DirectX 12. Testing by Ars Technica in August 2015 revealed slight performance regressions in DirectX 12 over DirectX 11 mode for the Nvidia GeForce 980 Ti, whereas the AMD Radeon R9 290x achieved consistent performance improvements of up to 70% under DirectX 12, and in some scenarios the AMD outperformed the more powerful Nvidia under DirectX 12. The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12, or even hardware limitations of the card which was optimized for DirectX 11 serial execution; however, the exact cause remains unclear.[50]

    The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC.[51]

    In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware,[52] and the DXR API was added in the Windows 10 October 2018 update.

    In 2019 Microsoft announced the arrival of DirectX 12 to Windows 7 but only as a plug-in for certain game titles.[53]
    This list the two version of DX12 mGPU Implicit and Explicit and what it doesn't tell you is that some of those games are still dependent on the drivers to show the flags to it still supports the Crossfire or SLI in DX12. The Driver's flag from DX11 are not in place for DX12 and it doesn't work at all. This how you're being limited on consumer choice. Nvidia just doesn't put the flags out in the drivers for DX11 in Dx12 games. AMD has been putting older driver flags for DX12 games so don't be surprised if you see people running dual RX 6900 XT in crossfire and it's working in DX12, but it's not working SLI.
    "AMD fallen angel"
    Quote Originally Posted by Gamekiller View Post
    You didn't get the memo? 1 hour 'Fugger time' is equal to 12 hours of regular time.

  2. #2
    Xtreme Mentor
    Join Date
    May 2008
    cleveland ohio

    List of mGPU & some older games using SLI & crossfire on DX12

    I have included the Game engines that these games run on also

    1. Ashes of the singularity (all of 2 gpus DX12 Explicit) Nitrous Engine

    2. Battlefield I (Sli & crossfire support) Frostbite3

    3. Civilization VI (SLI maybe turing only for DX12) Gamebryo engine

    4. Deiliver use the Moon (SLI supported) Unreal 4 engine

    5. Deus ex Mankind divided (SLI supported, Crossfire supported) Dawn Engine

    6. Forza Horizon 3 (SLI & crossfire supported) Unreal4

    7. Froza horizon 4 (SLI supported) ForzaTech

    8. Forza Motorsport 6 Apex (SLI supported & crossfire) FrozaTech

    9. Forza Motorsport 7 (SLI supported) ForzaTech

    10. Gears Of war 4 (SLI & crossfire Supported) Unreal4

    11. Gears of war ulimate eidition (Crossfire & SLI supported) unreal3

    12. Journey to the Savage Planet (SLI For NVIDIA Turing GPUs) Unreal4 engine

    13. Madden NFL 19 (SLI supported)Frostbite3

    14. Madden NFL 20 (SLI support) Forstbite3

    15. Merto Exodus (SLI only) A4engine

    16. Mortal Kombat 11 (SLI supported) unreal3

    17. No Man's Sky (VulKan SLI support) VulK=an

    18. Resident Evil 7 Biohazard (SLI & Crossfire supported)

    19. Path of Exlie (SLI support)

    20. Rise of the Tomb Raider (SLI Supported, Crossfire supported) The Foudation engine

    21. Shadow of the Tomb Raider (D3D12AFR Both SLI and Crossfire, Not supported in DX11) The Foudation engine

    22. Sniper Elite 4 (Crossfire & SLI supported )

    23. Strange Brigade (SLI supported in Vulkan) Asura engine

    24. The Meduim (SLI turing only Implicit) Unreal4 engine

    25. The Outer Worlds (SLI For NVIDIA Turing GPUs above, Crossfire) Unreal4 engine

    26. Totalwar Warhammer (Crossfire & SLI support)

    27. Totalwar Wahammer II (SLI support)

    28. WIll to live Online (SLI support)

    edit: Removedgames that uses DX11 instead of DX12 for multi-card confuigurations
    Last edited by demonkevy666; 10-04-2022 at 11:47 PM. Reason: New information
    "AMD fallen angel"
    Quote Originally Posted by Gamekiller View Post
    You didn't get the memo? 1 hour 'Fugger time' is equal to 12 hours of regular time.



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