Sid Meier’s Civilization VI will support DX12, Explicit Multi-GPU & Async Compute

AMD, 2K and Firaxis Games today announced a technical partnership to implement a truly exceptional DirectX 12 renderer into the graphics engine powering Sid Meier’s Civilization VI.

Complete with support for advanced DirectX 12 features like asynchronous compute and explicit multi-adapter, PC gamers will be treated to a high-performance and highly-parallelized game engine perfectly suited to sprawling civilizations designed to win hearts, minds, and the stars.

Roy Taylor, corporate vice president of alliances, Radeon Technologies Group, AMD, said:

“Radeon graphics cards have rapidly become the definitive platform for next-generation DirectX 12 content. We’re thrilled to bring our leading DirectX 12 hardware and expertise to bear in the next installment of the Civilization franchise, which has long been adored by gamers for its intoxicating mix of beautiful graphics and hopelessly addictive gameplay.”

Steve Meyer, Director of Software Development, Firaxis Games, added:

“For 25 years the Civilization franchise has set the standard for beautiful and masterfully crafted turn based strategy. AMD has been a premiere contributor to that reputation in past Civilization titles, and we’re excited to once again join forces to deliver a landmark experience in Sid Meier’s Civilization® VI.”

According to AMD, Asynchronous Compute is a DirectX 12 feature exclusively supported by the Graphics Core Next or Polaris architectures found in many AMD Radeon graphics cards.

“This powerful feature allows for parallel execution of compute and graphics tasks, substantially reducing the time other architectures need to execute the same workloads in a longer step-by-step manner. Asynchronous compute on many Radeon GPUs will perfectly complement the unit-rich late game of Civilization VI.”

Explicit multi-adapter on the other hand represents the first time the DirectX graphics API has officially supported multi-GPU configurations for gamers. Though past versions of the DirectX API did not prevent multi-GPU support, there were no extensions that specifically aided its addition. DirectX 12 explicit multi-adapter not only adds official Microsoft support, but augments that support with a range of powerful features and flexibility to unleash the imagination of a game developer. The benefit of multi-GPU can be legion: higher framerates, lower input latency, capacity for higher image quality and more.

37 thoughts on “Sid Meier’s Civilization VI will support DX12, Explicit Multi-GPU & Async Compute”

  1. All of that for a game that doesnt even need DX 11.. The last 3 games ran like a dream. I almost thought i was playing a last gen game. It looked so good, and yet it ran with so much fps.. go figure ;p

    All i want is faster loading between turns.

    P.s. Yea, good that they support everything that should be supported 🙂 Its 2016 after all

    1. Civ was always Compute heavy anyway, that’s why when Maxwell came out it destroyed Kepler in Civ. Looks like this one will be no different but supporting DX12/Async Compute only this time NVIDIA won’t get big gains.

      1. didnt i tell you the future of gameing is dx12 and async compute.if this game has it soon all games will.

        1. You are not telling me/us anything new or anything we don’t know already. Mantle was doing this before DX12/Vulkan, it’s old news. I had a R9 280 at the time and was getting big gains from Mantle.

    2. Actually, it’s a great chance for laptops with medium discrete GPU and strong integrated GPU combined. I just wish it were Vulkan, not DX12.

  2. look out nvidia async compute is on the loose and what you gona do when team red runs wild on you!!!!!!!!

    1. As of now, amd got nothing to beat the 1080… We’ll see when AMD’s new performance cards get released.

      1. Radeon pro duo should be faster, in DOOM with vulkan Fury X is probably fast as 1080 and it is the card on 28nm and half of memory! Not saying it is faster than 1080, but it certainly can shine in those new APIs, shows us how good VEGA will be when comes in 6 months.

          1. He’s comparing a dual GPUs card at £1200 with a single GPU card 1080 at £600 lol and no the FuryX isn’t beating the GTX 1080 in Doom.

    1. Nope, DX12 benefits NVIDIA users as well on the CPU, just no big gains in Async. Lost of NVIDIA users got gains in DX12 ROTTR patch and Vulkan patch so you’re the one who it narrow minding being being the AMD fanboy you are.

      1. the cpu benefits come from the better multicore use win 10 has i dont think that has anything to do with dx12.its also why amd sees lots of gains in their 6-8 core cpus most nvidia gamers use inter quad cores

        but the cpu gains come from win 10 and i dont think it has anything to do with dx12 all dx12 does is let the gpu talk to the cpu better .the cpu multicore boost is what win 10 did.

        1. There is some truth in WIndows 10 making better use of multi-threading but the API has the ultimate say, DX12/Vulkan use multi-threading vastly better and avoid bottlenecks. Anything with a CPU bottleneck will gain big in DX12/Vulkan, this is why newer GPUs with old CPU gain lots. So please get a clue, Vulkan/DX12 benefits NVIDIA users and AMD users, it’s not just all about Async Compute though that is one of the big factors in improving performance on the GPU side.

          Something else to note AMD will get large gains in Async Compute(they are already, just look at Doom with Vulkan for example), NVIDIA won’t(Pascal will get minor gains with preemption), NVIDIA rely on performance per watt and clock speeds, overclocking, it’s pretty much like AMD Vs Intel in the Pentium 4 days where the P4 tried to beat the Athlon by ramping

          1. um dx12 lets the gpu talk to the cpu better that it and win 10 uses multicore cpus instead of single core that any other os does thats it and dx12 isnt the reason it does.

      2. “just no big gains in Async.”

        So like I said, more bad news for NVIDIA. Thanks for confirming.

        1. It’s not bad news when we have known this for a long time, try and keep up dude, NVIDIA GPUs will perform well regardless. Speaking of bad news, Doom ran like cr*p on AMD GPUs on release, that’s bad news, now they’re up there with NVIDIA after a month. GTX 1070 beating a FuryX in OpenGL by 40FPS, that’s bad news.

          1. The point I was making is that NVIDIA have good performance on release anyway, Total War: Warhammer is proof of that, this is simply not the case with AMD GPUs, they need DX12 to even get near NVIDIA, same case with Doom.

          2. In the end, AMD designed GCN for consoles, that’s why they had ACE units back in 2012 and they brought that to DX11 when it didn’t even support Async Compute so AMD had to wait, in fact they didn’t wait for long, they made their own API to make use of Async Compute and suit their asynchronous architecture. NVIDIA never bothered because DX11 did support it, they had no consoles to develop for and use the low level API which already supports Async Compute.

            This is why NVIDIA are generally much better in DX11, AMD got the advantage with the consoles and brought their GCN over to PC into their GPUs. The whole stupid idea NVIDIA where or are holding back PC graphics tech is utter bullsh*t.

        2. We’ll see what AMD will do to counter GTX1080. As of now, DX12 or not best performance is Nvidia regardless of cost. Once AMD outs new polaris or whatever it’s called, Nvidia will just out 1080Ti and Pascal Titan. Again, regardless of price, i expect Nvidia to be on top because of brute force performance and i expect AMD to greatly benefit DX12 and become much more efficient.

          1. My original comment was not about marketing tactica but about raw performance. Regardless of the api.

        3. Thats funny cause nvidia still beats amd in dx12 games it’s just not a landslide like it used to be.

  3. Great news. List of DX12 games is longer each month. List of all confirmed DX12 games from Wikipedia:

    Battlefield 1
    Deus Ex: Mankind Divided
    Forza Horizon 3
    Quantum Break
    ReCore
    Forza Motorsport 6: Apex
    Total War: Warhammer
    Hitman
    Gears of War 4
    Gears of War Ultimate Edition
    Rise of the Tomb Raider
    Civilization VI
    Watch Dogs 2
    Halo Wars 2
    Star Citizen
    Ashes of the Singularity
    Forge – Halo 5: Guardians Edition
    The Elder Scrolls Online
    Survarium
    Caffeine
    Squad
    Descent: Underground
    Rust
    Heroes & Generals
    Ark: Survival Evolved
    Heroes & Generals
    King of Wushu

    1. When is Survarium launching mate as I have had my eye on that title for a very long time and was actually starting to give up hope that it was going to launch?. If you have a link of any recent news I would be grateful mate?

  4. Oh, come on! Civilization V and Beyond Earth are both on Linux. Why not just make our Vulkan?

  5. No need to for DX11 since Windows supports it too. The problem is that only Windows will support DX12, and last Civilization games were on Linux already.

    1. Because AMD know full well DX12 will get the best uptake in games, they only used Mantle as leverage because DX11 didn’t support their asynchronous architecture from the consoles. Just remember, DX12 wasn’t even coming out, AMD said this, they made Mantle, DX12 came along and supported Asynchronous workloads, AMD don’t need Mantle anymore, so they gave it away, which benefits them as well in the form of Vulkan.

      If AMD didn’t have consoles, they would be in serious trouble right now and they wouldn’t of had the DX12 Async Compute advantage.

  6. I don’t disagree with your assertion of multithreaded fact. That said, an issue with that graph is that it illustrates bad DX11 game design. During an AMA, AMD stressed that DX11 games should have one thread devoted entirely to feeding draw calls to the GPU, with game logic and all other GPU tasks given their own threads.

    So a proper DX11 game’s thread chart should have a thread without that green bar.

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