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Pascal’s vastly improved preemption capabilities obviated the performance hit that Maxwell took in some asynchronous compute scenarios, but Nvidia isn’t really putting much of a PR push behind the API shift. Team Green, in contrast, has had comparatively little to say about the API shift. That’s partly because both APIs are closely related to AMD’s Mantle, which debuted a bit less than three years’ ago, but it’s also because DX12 has often improved AMD’s GPU performance relative to Nvidia. AMD has prominently talked about DirectX 12 and Vulkan at every opportunity. One of the most significant differences between Nvidia and AMD over the past 12 months has been their approach to next-generation APIs. There’s more information at the website FAQ.
#DOOM 2016 SNAPMAP UPDATES WINDOWS 7#
It’s not clear if this Nvidia card restriction only applies to Windows 7 or if 2GB NV cards also run into trouble on Windows 10. Bethesda notes that the Vulkan implementation currently doesn’t support any 2GB GPUs from Nvidia while running Windows 7 (there’s no mention of a similar restriction on 2GB GPUs from AMD). There are, however, still some caveats to be aware of.
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That said, this is the first time a triple-A game is releasing on a brand-new API and brand-new drivers, so there may be a few bumps, but our testing is showing really great performance and stability.
#DOOM 2016 SNAPMAP UPDATES DRIVER#
We hope the range of GPU support widens with additional game and driver updates. We also anticipate some older GPUs will now be able to play the game at good frame rates. The game just feels amazing running that fast, so we made it a priority to try to really exploit the available hardware on PC. There are a number of game-focused reasons super-high frame rates matter, but primarily its movement and player feel. When we were looking to adopt Vulkan for DOOM, the main question we asked ourselves was: “What’s the gamer benefit?” Ultimately the biggest benefit will be high frame rates.