![]() 8x MSAA, the highest selection, has 16 coverage samples under Mantle.Īt a resolution of 1080p and without anti-aliasing enabled, jaggies are clearly present in Civilization: Beyond Earth. 2x MSAA therefore becomes 2x EQAA, even if not stated as such, and features four rather than two coverage samples. There is no explicit EQAA option in the graphical menu, but it is enabled automatically when the Mantle executable is launched. The greater the number of samples, the more accurate the detection. Samples are used to detect if there are more than one intersecting objects occupying those pixels, the interaction of which can result in the "jaggies" we seen on screen, and then smooth out the image with varying levels of accuracy. SFR eliminates the latency penalties typically encountered by AFR configurations.ĪMD discusses the new techniques in further detail better than I can explain here, so let's jump straight into the analysis.Įnhanced-quality Anti-Aliasing (EQAA), as mentioned above, doubles the amount of coverage samples within a pixel. In the case of Civilization: Beyond Earth, Firaxis has selected a split-frame rendering (SFR) subsystem. That “total control” allows them to design an mGPU renderer that best matches the design of their game. Split-frame rendering: Mantle empowers a game developer with total control of multi-GPU systems. You’ll see in your testing that Mantle makes a notable difference in smoothness and performance high-draw-call late game testing.ģ. This communication channel is especially good for multi-core CPUs, which have historically gone underutilized in higher-level APIs. Multi-threaded command buffering: Utilizing Mantle allows a game developer to queue a much wider flow of information between the graphics card and the CPU. This is automatically enabled for AMD users when AA is enabled in the game.Ģ. Enhanced-quality Anti-Aliasing (EQAA): Improves anti-aliasing quality by doubling the coverage samples (vs. The AMD supplied descriptions of them are listed below.ġ. Its new anti-aliasing, multi-threaded and multi-GPU techniques, executed first in Beyond Earth, may provide what it needs to do just that. Mantle should help during those advanced stages while maintaining a high quality image. But how well does it do with Civilization: Beyond Earth? Late game saves in Civilization V could get bogged down as grids became clogged by numerous, expansive cities and units. Enabling costlier anti-aliasing methods produced a gap of 10 frames. Thief saw gains of almost 20 to 30 frames over DirectX 11 with certain settings. We've already seen how well Mantle performs in our Sapphire Tri-X R9 290 review. This can result in better overall performance, specifically in CPU-bottlenecked situations, thanks in part to reduced CPU rendering costs. It's also the latest, released game to support AMD's Mantle, a graphics API that allows developers to work more closely with the GPU. Civilization: Beyond Earth is now available, and as befitting of the long-running Civilization franchise, it's a robust and wholly addictive strategy experience.
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