jimmysmitty :
It is hard to trust any one person on a forum vs what we have seen.
One thing you forgot to remember, the PS4 is not using DX12. It uses its own version of OpenGL since it uses a Linux based kernal. The XB1 will use DX12 but from everything I have already read it wont benefit nearly as much as the PC will since the way that the XB1s DX is written currently it already takes better advantage of that hardware that is in there. So even the ASYNC might not benefit the XB1.
Another factor is that DX12 is more than just ASYNC. ASYNC is just one aspect, much like Tesselation was just one aspect of DX11. It is not the end all be all. For all we know, this specific benchmark was optimized solely for ASYNC work and not for other aspects which could make a massive difference.
Since the consoles still have their differences on the API level that could influence game developers and for PC game developers will have to look at the market, which right now is heavily nVidia based.
If AMD really wants ASYNC to take off then they need to do what nVidia is doing and not what they normally do. They normally partner with one company to show case a tech instead of trying to partner with multiple companies. Mantle was mostly shown off in BF4. The only other major title I remember it in was Thief and it only really benefited systems with super high end GPUs and low end CPUs.
I still say this is in no way a 100% picture. We need games that are developed for the purpose of entertainment, not for the purpose of benchmarking.
Maybe I've seen more than what most have seen. Not because I have more information available, but because I try to understand the why, rather than accepting the status quo.
PS4 is not using DX12, but it is using a low level API. It's what Mantle was designed to do, and it's what Vulkan will do, and what DX12 is doing. Async will not benefit the Xbox a lot, specifically because of the CPU side. The thing about Async is that it will require a powerful enough CPU to give all the instructions. It's quite clear in these benchmarks that at 1080p, the used CPU is still bottlenecking the 380X. It's likely that something similar will be happening with the Xbox. The GPU however, does have more than enough headroom. Same for the PS4.
Consoles no longer really have significant differences on the API level. Well they do have some differences since they are different APIs, but, Mantle brought these capabilities to the PC. This was its sole focus, and it was advertised as such. Vulkan and DX12 have followed up with this.
Even better, if you look at VR, AMD will be supporting direct-to-display, which means it will be working directly between a VR application and your GPU, directly transferring the information to your VR headset. It bypasses the OS completely along this whole line. This is practically the same as console level.
AMD is doing things differently. RTG is testament to that, and this year alone there are multiple games that will be supporting Async. I hope it doesn't end up like tessellation, being an ATi tech that everyone ignored until nVidia decided to implement it in extreme excess.
Ashes is still a full-fledged game. It is different than other games in that it's an RTS. It will require more CPU power than most other games. The picture will only get worse for nVidia the less the CPU is involved. But again, don't believe me. Wait for more benchmarks if you need to.