AMD Framepacing Driver 13.8 review

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Overall the reviews are definitely positive. Tomb Raider seems to be the game that is most improved with the new driver.

Still not NVidia SLI quality, but it's a good foundation to build on.
 

Face2Face

Diamond Member
Jun 6, 2001
4,100
215
106
Overall the reviews are definitely positive. Tomb Raider seems to be the game that is most improved with the new driver.

Still not NVidia SLI quality, but it's a good foundation to build on.

Agreed, not as good as Nvidia, but it's much much better. Still no support for DX9 games and Eyefinity setups Skyrim...
 
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Stuka87

Diamond Member
Dec 10, 2010
6,240
2,559
136
Really a huge improvement. Not perfect, and not quite as good as nVidia's side of things. But its significantly better. And delivering zero dropped and runt frames is great.

Its unfortunately that it doesnt work for Eyefinity, or D3D9/OpenGL, but those will come in later updates.
 

jackstar7

Lifer
Jun 26, 2009
11,679
1,944
126
Very excited to get home and get these loaded for some BF3. Looks like very nice gains which will hopefully carry over to BF4.
 

The Alias

Senior member
Aug 22, 2012
646
58
91
Idk why, but it feels as if pcper is very negative towards amd despite the fact the 7990 delivered more observable frames per second than the 690 . They almost seemed bitter tbh
 

24601

Golden Member
Jun 10, 2007
1,683
39
86
Doesn't work all that well for me in Crysis 3.

All it's doing is delaying the stuttered frame to pseudo vsync so that the first frame after the stutter will display on the moniter.

The actual stutter doesn't really change.

So basically the actual output to the monitor is much smoother, but the stutter in time dependent actions itself is still absolutely there.

It's very easy to see when you are panning left to right smoothly as you would in any FPS.

Basically they just gamed FCAT but didn't bring anything useful at all.

I am disappoint.

I guess I shouldn't have expected any better from multi-card though. I'll stick to single card gaming from now on.

My sense of time gets absolutely distorted when using frame pacing on known multi-card stutter. The same kind of thing I experience playing consoles that employ the same tactic.




EDIT: Skimming over the reviews of the driver it seems that it's definitely just a dynamic frame rate limiter, not a frame pacing implementation of any sort.

Here is the comment I was trying to post on the Anandtech article since it appears I'm banned from Anandtech comments section.

This testing mirrors my testing.

They basically did what everyone jury-rigged their RadeonPro to do, and that is just have a maximum frame rate limiter.

I shouldn't have expected anything more useful coming from ATi/AMD's driver department, but I am still disappointed.

This isn't proper frame pacing, its merely frame rate limiting.

I can't believe it took them over one and a half years to implement this if they were just going to implement frame rate limiting..............................................
 

Stuka87

Diamond Member
Dec 10, 2010
6,240
2,559
136
Doesn't work all that well for me in Crysis 3.

All it's doing is delaying the stuttered frame to pseudo vsync so that the first frame after the stutter will display on the moniter.

The actual stutter doesn't really change.

So basically the actual output to the monitor is much smoother, but the stutter in time dependent actions itself is still absolutely there.

It's very easy to see when you are panning left to right smoothly as you would in any FPS.

Basically they just gamed FCAT but didn't bring anything useful at all.

I am disappoint.

I guess I shouldn't have expected any better from multi-card though. I'll stick to single card gaming from now on.

My sense of time gets absolutely distorted when using frame pacing on known multi-card stutter. The same kind of thing I experience playing consoles that employ the same tactic.




EDIT: Skimming over the reviews of the driver it seems that it's definitely just a dynamic frame rate limiter, not a frame pacing implementation of any sort.

Here is the comment I was trying to post on the Anandtech article since it appears I'm banned from Anandtech comments section.

This testing mirrors my testing.

They basically did what everyone jury-rigged their RadeonPro to do, and that is just have a maximum frame rate limiter.

I shouldn't have expected anything more useful coming from ATi/AMD's driver department, but I am still disappointed.

This isn't proper frame pacing, its merely frame rate limiting.

I can't believe it took them over one and a half years to implement this if they were just going to implement frame rate limiting..............................................

Just to verify (I am sure you did, but just to be sure), you are not running eyefinity, and you enabled the settings in the control panel?
 

24601

Golden Member
Jun 10, 2007
1,683
39
86
Just to verify (I am sure you did, but just to be sure), you are not running eyefinity, and you enabled the settings in the control panel?

Yes.

Input lag is extremely easy to notice, since it calculates the frame rate limiter every few seconds and keeps it there.

Any momentary pause in rendering will cause the frame rate limiter to be reset to an extraordinarily low value.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
Doesn't work all that well for me in Crysis 3.


So basically the actual output to the monitor is much smoother, but the stutter in time dependent actions itself is still absolutely there.

So it is no longer stuttering, but it is stuttering?

Frame latency variation and input lag are two different things.
Check if you have mouse acceleration enabled.
 

24601

Golden Member
Jun 10, 2007
1,683
39
86
So it is no longer stuttering, but it is stuttering?

Frame latency variation and input lag are two different things.
Check if you have mouse acceleration enabled.

Displaying things later doesn't magically make your real stuttered output any more consistent.

Smoother as in less undisplayed runts. Same amount of stuttering as in the time relativity of the frames is still just as fuked.

That's how frame rate limiters work.

I'm not going to explain how time works any further to obvious trolls though. Figure out basic things such as that yourself.
 

Ketchup

Elite Member
Sep 1, 2002
14,553
248
106
I'm not going to explain how time works any further to obvious trolls though. Figure out basic things such as that yourself.

Please don't start. I helped get the other one locked. Don't go bashing other members to lock another thread.
 

sushiwarrior

Senior member
Mar 17, 2010
738
0
71
Displaying things later doesn't magically make your real stuttered output any more consistent.

Smoother as in less undisplayed runts. Same amount of stuttering as in the time relativity of the frames is still just as fuked.

That's how frame rate limiters work.

I'm not going to explain how time works any further to obvious trolls though. Figure out basic things such as that yourself.

Just curious, how are you noticing this? Just based on pure anecdotal evidence? Maybe try installing RSS, enabling FCAT overlay, and taking screenshots (however I am really unsure if the overlay shows up on screenshots, never tried it myself). This sounds like a lot of speculation considering you are making assumptions with what happens in a time period <10ms using just your eyes.
 

24601

Golden Member
Jun 10, 2007
1,683
39
86
Just curious, how are you noticing this? Just based on pure anecdotal evidence? Maybe try installing RSS, enabling FCAT overlay, and taking screenshots (however I am really unsure if the overlay shows up on screenshots, never tried it myself). This sounds like a lot of speculation considering you are making assumptions with what happens in a time period <10ms using just your eyes.

Was planning on it before I skimmed the reviews that are out.

No point doing my own that people wouldn't believe when I can just have people look at the graphs on the ones people cannot easily refute.

Just one example (hint, they all look like this)

http://images.anandtech.com/doci/7195/C3-solo.png
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
Displaying things later doesn't magically make your real stuttered output any more consistent.
Yes it does! Displaying equal amount of pixel rows of each computed frame will make the image 100% smooth with 0ms frametime variance. That is ideal situation. But different frames require different amount of time to get computed by GPU. To avoid displaying very quick frames (dropped) which are just a couple of pixel lines high you pace the frames accordingly. You make sure that the minimal amount of rows of single frame are displayed, so you don't have those spikes downward in frametime graph.
Pacing quick frames gives more time for GPU to process what you called "suttered" frames. GPU gets more time to prepare those frames, while quick frames are stretched and displayed for their nominal frametime.
One of the reasons for stuttering are frames that took a whole compute power from GPU just to be displayed as single pixel-line.

Again, if you feel input lag, check if you have mouse acceleration enabled.
 
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24601

Golden Member
Jun 10, 2007
1,683
39
86
Yes it does! Displaying equal amount of pixel rows of each computed frame will make the image 100% smooth with 0ms frametime variance. That is ideal situation. But different frames require different amount of time to get computed by GPU. To avoid displaying very quick frames (dropped) which are just a couple of pixel lines high you pace the frames accordingly. You make sure that the minimal amount of rows of single frame are displayed, so you don't have those spikes downward in frametime graph.
Pacing quick frames gives more time for GPU to process what you called "suttered" frames. GPU gets more time to prepare those frames, while quick frames are stretched and displayed for their nominal frametime.
One of the reasons for stuttering are frames that took a whole compute power from GPU just to be displayed as single pixel-line.

Again, if you feel input lag, check if you have mouse acceleration enabled.

You're assuming proper frame pacing.

This is not what these drivers do.

These drivers only do dynamic frame rate limiting.

Look at the graphs, they speak for themselves.
 

SPBHM

Diamond Member
Sep 12, 2012
5,059
413
126
good stuff, it made a huge difference, it looks like finally Crossfire is delivering what it should, higher framerate but also smoothness, without any tweaks, it just works...

not as good as SLI, but much better than it was...
it's really strange how it took so long for them do implement this.
 
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sushiwarrior

Senior member
Mar 17, 2010
738
0
71
You're assuming proper frame pacing.

This is not what these drivers do.

These drivers only do dynamic frame rate limiting.

Look at the graphs, they speak for themselves.

No, the graphs only show that minimum frametimes are limited, the graphs don't say ANYTHING about when these frames are rendered or when they are displayed. As soon as there is some actual evidence of this, I'm all ears. When you're just saying anecdotally "I can easily see the ~5ms delay in the frame being displayed" then it's just silly.
 
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