Sigh,This is why I never take you seriously, a wolf in sheeps clothing if you will.
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I am guessing you are using a 1070 review for those being they have a number of them in the list. This is from a 1070 review July 6,2016. This is also why I am not a big pusher of benches for anything more than "BALLPARK" answers. Seriously you are trying too hard to bash AMD. I cant say I have ever seen you show this kind of irreverence for Nvidia nor Intel, though in your defense I haven't seen you post much on CPUs.
before going all righteous, why not look into how they do their testing....
I knew some would not read when I try to emphasise point about benchmark/in-game/ and critically using independant tool such as PresentMon (and gone on about this many times in the past with concerns of internal benchmarks and importance of independant performance tool)...
This is why I only use a few sites with regards to DX12 testing, those that get it.
Tom's Hardware did not use PresentMon, and critically THEY USED THE AOTS INTERNAL LOGGING TOOL THAT HAS BEEN SHOWN TO EXAGGERATE THE PERFORMANCE OF AMD - that is why your seeing those results in the chart from Tom's Hardware.
That AoTS internal tool is designed to give the best results for internal rendering engine 'sync'd' in a way that is perfect for AMD, it does not represent what the performance the gamer sees and perceives or in other words is presented.The Ashes charts represent DirectX 12 performance using the game’s built-in benchmark/logging tool.
PresentMon is developed by Intel for the specific intention of capturing and monitoring DX12 GPU performance that would be representative to the end user, not skewed like several internal benchmark functions for games that base it upon the internal engine.
To put it simply it is closer to FRAPs and FCAT independant approach than what many internal benchmarks do and especially AoTS (albeit this is not the only game to have such skewed measurements due to numbers are internal to game engine and not the actually and real presented ones).
It's weakness (still better than internal engine benchmark functions) would be its lowered accuracy when it comes to SLI/Crossfire as this is also influenced at a much lower level by drivers, this is an area that will be a challenge moving forward to be able to benchmark accurately with DX12 tools, although in theory it should still be fine for mGPU DX12 function but would need testing and validating.
Think that is clear enough, but felt I had to be this blunt considering your response.
Anyway this highlights why one needs to be careful with DX12 and especially internal game function benchmarks.
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