DS is supposedly easily implemented, is standard on the Xbox consoles (which is a huge push for adoption by itself), and ultimately does the same that already happens, just faster and more efficiently. The problem with only looking at averages is that you're unable to spot the outliers, not that the overall image is wrong.Įxcept that mGPU has been a shitshow since the first implementation of SLI, and DX12 putting the onus for making it work entirely on developers was exactly what made it problematic previously (the few games that had official profiles worked okay-ish, everything else was crap, and developers are always pressed on time). 1%/1% lows in TPU's charts is a weakness, and it is entirely possible that some of those average FPS numbers are misleading. ![]() That would be a good point - if I had been arguing the opposite.
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