This is because each GPU contains an identical copy of a game's data set to ensure synchronization and prevent scene corruption.ĭX12's explicit multi-adapter technology allows multiple GPUs to combine their memory into a single larger pool. For example, dual 4GB cards would only equal 4GB. Previously multi-GPU configurations in DX9, DX10 and DX11 games were limited to a single GPU's worth of VRAM. This mind blowing feature is what we will be focusing on today.Īnother advantage of this method is greater memory capacity.
This means it is possible to pair a GeForce GTX 980 Ti with a Radeon R9 Fury X for example. Perhaps the coolest and most unholy feature of EMA is its ability to support both AMD and Nvidia GPUs in the same system. Parallel use of GPUs reduces render latency to improve FPS and VR responsiveness. These tiles are rendered in parallel by the GPUs and combined into a completed scene for the user. SFR can break each frame of a game into multiple smaller tiles, and assign one tile to each GPU in the system. Rather than the AFR (alternate-frame rendering) method used by DX11, each frame of a game is split into a tile and this method is called SFR (split-frame rendering). The most notable of them is 'explicit multi-adapter' (EMA), DirectX 12's multi-GPU technology, which gives game developers precise control over the workloads of their engine and direct control over the resources offered by each GPU in a system. We also looked at CPU performance which proved to be interesting to look at as well.Īlthough the final game's release is still pending, we know Stardock has been hard at work as shown by the cool new features in its Ashes of the Singularity benchmark 2.0. DX12 performance and more to the point how Nvidia's Maxwell and AMD's GCN 1.2 architectures compared. Back then our focus was primarily on DX11 vs.
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Instead of modifying your profile you can also modify the GameGlass keybinds within our software instead.Previewing DX12 Multi-Adapter with Ashes of the SingularityĪshes of the Singularity gave us an early peek at how AMD and Nvidia's current GPUs are shaping up for DirectX 12 when we checked out the upcoming real-time strategy title last November. Click either field then press the GameGlass button from our app to automatically populate it with the required bind.Īlternately you can reference our spreadsheet and add them based on this google sheet. If you have already created a custom mouse and keyboard profile you wish to preserve OR if you use a joystick, controller, or HOTAS, then you can manually add the GameGlass keybindings which you intend to use in the secondary fields of your profile. Next Launch the game and from the main menu go to Options > ControlsĬlick on the control profile Dropdown list and select GameGlass then Apply on the bottom left. Once you have downloaded the ED Keybind File, move it to the following folder:Ĭ:\Users\\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings You can download the keybinds by right clicking the link below -> then choose "save link as" Note: This profile automatically updates / replaces itself with our defaults so do not attempt to customize it in any way. If you are new to the game and are a keyboard and mouse player the quickest way to get up and running with GameGlass is to use our keybind profile. Depending on your control setup and level of customization you may choose the most appropriate of the two setup methods outlined below.