Ubisoft Points Finger At AMD For Assassin's Creed Unity Poor Performance
MojoKid (1002251) writes "Life is hard when you're a AAA publisher. Last month, Ubisoft blamed weak console hardware for the troubles it had bringing Assassin's Creed Unity up to speed, claiming that it could've hit 100 FPS but for weak console CPUs. Now, in the wake of the game's disastrous launch, the company has changed tactics — suddenly, all of this is AMD's fault. An official company forum post currently reads: "We are aware that the graphics performance of Assassin's Creed Unity on PC may be adversely affected by certain AMD CPU and GPU configurations. This should not affect the vast majority of PC players, but rest assured that AMD and Ubisoft are continuing to work together closely to resolve the issue, and will provide more information as soon as it is available." There are multiple problems with this assessment. First, there's no equivalent Nvidia-centric post on the main forum, and no mention of the fact that if you own an Nvidia card of any vintage but a GTX 970 or 980, you're going to see less-than ideal performance. According to sources, the problem with Assassin's Creed Unity is that the game is issuing tens of thousands of draw calls — up to 50,000 and beyond, in some cases. This is precisely the kind of operation that Mantle and DirectX 12 are designed to handle, but DirectX 11, even 11.2, isn't capable of efficiently processing that many calls at once. It's a fundamental limit of the API and it kicks in harshly in ways that adding more CPU cores simply can't help with.
http://games.slashdot.org/comm...
So let's give Ubisoft the benefit of the doubt for a moment. I'm not going to slate them for the fact that you need a top-end graphics card to get good performance with all the bells and whistles. I actually quite like to see developers showing a bit of ambition when it comes to pushing the envelope on PC graphics. Let's even assume that something went badly wrong in the AMD optimisation. It's not completely unknown for things to go wrong with a GPU manufacturer at the last moment - the PC version of Rage was a hideous mess on PCs with Nvidia cards when it released, because a driver update that was anticipated between the game going golden-master and hitting the shelves turned out not to be what the developer was expecting.
But even allowing for that, how does it explain the console versions being such a mess? There are detailed performance analysis reports out there showing frankly shocking levels of performance on both of the console platforms (Playstation 4 and Xbox One - no last-gen releases for this game). Both platforms fail to hold even a consistent 30 fps, with the Playstation 4 version (which in theory should be the better of the two, as the console does have a little bit more horsepower) having some truly shocking moments where the framerate dips into the teens.
If you're used to playing games on a PC, this might not sound too shocking. After all, unless you have a particularly old PC, you can almost always salvage a playable framerate by dropping your graphics quality. But that option isn't there on a console. For action oriented games on a console, a locked 60 fps rate is the "gold standard" and is becoming almost mandatory for twitch-shooters, precision driving games and other genres that rely on rapid response times. The popularity of the Call of Duty series, generally inexplicable to PC gamers, has largely been driven by the fact that the series has long adhered to the 60 fps standard on the consoles, meaning that it has felt tighter and more precise than its competitors.
But if you can't manage a locked 60 framerate, then the general consensus is that a locked 30 framerate is an acceptable fallback. It won't feel as precise, but it at least eliminates the disconcerting impact of framerate fluctuations (particularly unpleasant when you're playing on a controller). For a console action-game to fail to manage even a locked 30 fps is pretty shocking these days. For it to be dipping into the teens suggests either misguided design choices or terrible optimisation (or both).
Plus, yeah, the whole "falling through the floor" thing is happening on consoles as well as PC. The game's broken and it's not (entirely or chiefly) down to a particular brand of graphics card.
How is it now obvious to them that this excuse mean nothing after release?
Are they implying they never tested their game on the platforms they specified in the minimum requirements?
Cheat your customers, cover it up by suppressing reviews, and then lie about whose fault it is. Has nothing to do with properly testing your product and releasing quality software.
-- I ignore anonymous replies to my comments and postings.
the linked comment is super cool, but unsourced. However, it has a ring of truth for me. the comment calls out several nvidia technologies like TXAA and SMAA. It was the second time today I heard those terms. The first was when watching a gamestop video where an designer talks about all the cool tech that makes far cry 4 so pretty on the compuper. "Together with NVIDIA, Ubisoft has been working to incorporate GAMEWORKS technologies to add visual enhancements for the PC version of the game." LINK
Here's something that doesn't need 'conspiracy' to understand. Unity is playing bad on the PC because they're issuing 50k draw calls on DX11.
Ironically, instead of blaming AMD for this, AMD is actually providing a solution. I don't like it personally, but the Mantle API specifically solves this problem today while we wait for DX12/OpenGL Next.
Of course, it's only available on AMD hardware and besides, because Ubi is in a company wide PR deal with nVidia to use GameWorks(TM) THEY CAN'T USE IT!
So instead of blaming AMD, Ubi should either go sit in a corner (because they know what they did wrong), or they need to look into a mirror (because they don't recognize that they're the real problem)
Belief is the currency of delusion.
That must be the reason the game runs like utter crap on PC as well. Ohh wait, it is not!
TotalBiscuit - "Let's not play Assassins Creed: Unity yet "
https://www.youtube.com/watch?...
They knew they had a shit game before the release.
https://www.youtube.com/watch?...
Everyone who buys Wild Hunt will receive 16 specially prepared DLCs absolutely for free, regardless of platform.
As far as I know AMD's Mantle is freeware and isn't limited to AMD hardware. It could be adopted by nVidia if they wanted to, but their stance so far is that there would be no benefit using Mantle.
So yeah, I don't see a point in blaming AMD here.
Mod parent down for not knowing that in the OpenGL specification documents the "gl" prefix that you otherwise find in actual code is omitted. The call has been available in NVIDIA and AMD drivers since the second half of last year, and is documented in the spec: https://www.opengl.org/registr... see "MultiDrawElementsIndirectCountARB" (again, the "gl" part is always omitted in spec documents). You dun goofed now, AC, and embarrassed yourself. So no, the actual call is not glMultiDrawElementsIndirect and is nowhere as restricted, because it has the critical difference that the count to draw is now also stored in a GPU buffer and thus can be written by the GPU. Combined with the bindless graphics NVIDIA extension and bindless textures in OpenGL 4.4, you can even set up the whole scene graph on the GPU. Finally, as for my experience--(re)writing a graphics engine is exactly what my team is doing. By the way, maybe you should post your comment also at the official opengl forums so the rest of us can too have a good laugh.
"Politicians and diapers must be changed often, and for the same reason."
The problem (or solution rather) is that developers don't want to write the same game 7 times. OpenGL(Linux/Mac OS X/PS3), DirectX9(PC baseline), DirectX12(PC high end), Mantle(PS4), Metal(OS X/iOS8),OpenGL ES2(Android, old iOS),OpenGL ES3(iOS)
They will simply design a middleware that can "intelligently" pick a rendering backend, and if the game suffers, it suffers because of the weakest backends (DirectX9, OpenGL ES2) force it to. This is a problem with Unity (the 3D game engine), and is a problem with Unreal engine.
Oddly enough the Crytek engine actually works better on AMD hardware (and Crytek games are often bundled) because the games support higher DirectX levels out of the box.
But no single-player game engine will ever work for a MMO game, due to the need of many objects in motion at once. The same Crytek engine used for a MMO looks a lot like a 6 year old game. This is because they trade off detail for simultaneous objects because of the need to limit draw calls.
Their stance is completely bogus. Let's take a look at DICE's experience adding a Mantle renderer for Battlefield 4, presented at the AMD & Microsoft Developer Day conference here in Stockholm this past June: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Rendering-Battlefield-4-with-Mantle-Yuriy-ODonnell.ppsx
The numbers don't lie. For those who don't want to download a PowerPoint viewer, I'll give the money shot:
Benchmarking machine: Core i7-390x, AMD Radeon R9 290x, running at 1080p with Ultra graphics settings
DX11 renderer: Minimum frame rate 42fps, average frame rate 78fps
Mantle renderer: Minimum frame rate 94fps, average frame rate 120fps
The only thing I get out of NVidia not wanting to make use of the Mantle API is a pathological case of Not Invented Here syndrome, combined with a long-term gamble of DirectX 12 providing a cross-vendor implementation of an API similar to Mantle. For those wanting to learn more about DX12, there's a presentation from the same conference here: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Introduction-To-DX12-Ivan-Nevraev.ppsx
In general it seems to provide the same sort of benefits as Mantle, in that it removes a lot of legacy cruft from the pipeline and puts the onus of redundant state checking and resource management on the application authors. This shouldn't be a major problem in and of itself, as one of the things mentioned during the talk was that a lot of engines already do these things, so the kernel-mode driver doing the same checks is simply extra work. I can't blame NVidia for holding out for DX12 given that it will provide a similar bare-metal interface as Mantle, while having support across IHVs, but to say that there's no benefit to using Mantle - and by extension, a bare-metal GPU interface in general - is patently ridiculous given the performance improvements that companies using Mantle have seen.
A $500 graphics card and a high end processor making it playable is not acceptable. I have a GTX770 and an i5 (3.4ghz) and it plays like garbage, no matter if I lower the settings significantly. The game hiccups every 5 seconds or so noticeably and suffers random spikes during big action, making it difficult to keep track of your character. There are several beautiful games with not-so-lower graphics that have come out in the past couple years that I can run over 100FPS. Thief, Tomb Raider, Skyrim with 4k textures and mods, Battlefield 4, among others.
AC:U is a poorly designed peice of shit. If it was designed better, you'd be getting more performance with your current hardware. I bought it early because I thought Black Flag was excellent, serves me right I guess.
I imagine Ubisoft's shareholders care.
SJW's don't eliminate discrimination. They just expropriate it for themselves.
DX12 will be irrelevant for years if Microsoft don't release it for Wiindows 7.
Except that Nvidia users are reporting all the same problems. Crashes, clipping issues, massive fps drops in certain buildings. All the nine miles.
I've even seen reports that even tri-SLI 980s cannot handle the game on 1080p ultra with no AA at stable 60 fps. This is pretty much as powerful of a machine as you can get today. And the game definitely doesn't look good enough to justify that kind of power not being enough.
This is Ubisoft's shitty optimization dropping the ball.
Over the last 10 years, we've allowed this to happen, we are mostly at fault.
We buy into products that are less and less quality. Then, we accept that low quality product as "its ok there will be patches". For anyone who purchased this game, i'd suggest you send it back and get a refund. Buy yourself Quake 3 or Elite:Frontier and admire what is possible when the developers care about the product their making.
Fair play to Ubisoft for taking the next step in blaming others for their failures.
This has nothing to do with AMD or DX11 draw calls its just bullcrap to confuse the inexperienced. AMD and Nvidia cards are DX11 certified, their cards comply with the DX11 api. Its down to Ubisoft to know the limitations of whats possible and optimize the game accordingly. Their probably using their own inhouse game engine for this game, so there is no excuse.
This game is a complete failure at all levels of development. Profits are the clear priority here, not the end product. Send the product back for a refund and make Ubisoft realise we wont accept half completed alpha crap for our hard earned money.