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#561
Ah, you're right, for some reason I had it in my head that two 4xx.xx series drivers had come out already. I guess I was thinking of 399.24, which I also had problems with. I'll probably just go back to 399.07 because I don't want to give up the great multiGPU scaling that I get with DX12 mode. I'll do more comprehensive testing tonight or tomorrow, whenever I plan next, to really try to nail down the issue. It could also be RTSS, because I've been using the overlay to monitor temps. Guess that's another checkbox to add to testing.
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@specialkone OSD is proper
@essenbe I died yet again.... well let my team down
Last edited by Dude; 22 Sep 2018 at 18:22.
"hardware features" in this case means ray traced shadows, which will only work on DX12 / W10 1803+. You need a RTX 20-series card for it anyway. RTX will work on Vulkan aswell, but Tomb Raider is a D3D game. Since DX12 is a low level api you may get slightly better performance and scaling versus DX11, but if you can maintain good framerates regardless of programming interface then it doesn't matter. I don't know exactly if this is what Blackrose is facing here (it's just a suggestion really), but I do know that both SotTR and RotTR have issues with DX12, - more so for RotTR - and it's not the users fault.
With that said, I play with DX12 ON SotTR and I haven't crashed. Knock on wood.
Yes I figured new hardware features is RTX related. Good, I'm glad it will only work on DX12, being a D3D game. Nvidia invested heavily in DX11 and it seemed to me that any title they sponsored was always/mostly DX11. Hoping RTX is the ticket to get them (and thus game devs) investing in DX12. Seems to me it's adoption has been very slow.
Yes, I know ROTTR had DX12 issues. Hoping they fixed a lot of that with SOTTR. Don't remember but don't think the game dev made such a bold pitch to use DX12 in ROTTR like they did in SOTTR. Are Microsoft Studios and Rebellion Developments the only devs pushing out great DX12 games? Pretty sad IMHO.