AMD Polaris Thread: Radeon RX 480, RX 470 & RX 460 launching June 29th

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Armsdealer

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May 10, 2016
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Wccf claiming the 8+6 pin cards are real. Maybe AMD has actually pulled a brilliant marketing move and downplayed the strength of their hand? Is it possible?
 

IEC

Elite Member
Super Moderator
Jun 10, 2004
14,361
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Wccf claiming the 8+6 pin cards are real. Maybe AMD has actually pulled a brilliant marketing move and downplayed the strength of their hand? Is it possible?

Only two weeks to find out. I think we could use a little less rumor mongering and a lot more patience
 

DDH

Member
May 30, 2015
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After seeing the wccftech results im now interested to see what AIB partners can deliver. If a stock rx480 can achieve better than nano results perhaps the OC'd aib versions can close the gap between 480 > fury/x
 

casiofx

Senior member
Mar 24, 2015
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After seeing the wccftech results im now interested to see what AIB partners can deliver. If a stock rx480 can achieve better than nano results perhaps the OC'd aib versions can close the gap between 480 > fury/x
If you ask me, i would trust videocardz results than the one in wccftech. Wccftech's looked too good to be true.
 

IEC

Elite Member
Super Moderator
Jun 10, 2004
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After seeing the wccftech results im now interested to see what AIB partners can deliver. If a stock rx480 can achieve better than nano results perhaps the OC'd aib versions can close the gap between 480 > fury/x

Disclaimer 1: That "result" could be a fake. Real result could be lower or higher
Disclaimer 2: All the NDA samples apparently have different BIOS IDs and/or clockspeeds (NDA trap). Meaning that sample could fall anywhere on the low end to the high end of stock clocks (if real)

That said, if the results are anywhere within 10% of the actual, final stock silicon shipping to retailers right now, then yes, there is the potential that a OC'd RX480 could achieve much better results.

I'd wait for some proper reviews with proper overclocking attempts before I draw any conclusions. If it overlocks like a Fury X (i.e. badly - lol) then it's still a good value, but not compelling for anyone already at or near the minimum VR spec.

If it overclocks like a 7850/7950 did, then gamers get a real win at a bargain price. For all our sakes, I hope this is true. But I'm not going to hold my breath waiting for it.
 

StrangerGuy

Diamond Member
May 9, 2004
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I can just as easily say that we don't know to what degree dx12 games will unleash full async capabilities of amd hardware.
For 450 USD, you get a 230 USD card today plus a 230 USD card next generation. Don't undervalue the optionality of having extra cash around to make a good decision when opportunity arises. These companies are constantly trying to produce products that are worth buying and to assume that there won't be another great one at a good price at some point in the next two years is silly.

I've never paid more than 300 USD for a gpu and I've never had sufficiently inferior gaming experiences vs the folks who do to justify the extra money. If smp is to take off, nvidia knows they need a large install base of smp enabled cards in order for developers to implement it. That means it has to be given to the consumer at a much lower price.

Can't agree more. I haven't seen any AAA game worth maxing out settings on a cost/benefit basis for a long time, so I have never spent more than $230 on a single GPU myself. Besides, the idea that you can actually enjoy games without maxing out IQ is one that is lost to many.
 

tviceman

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Mar 25, 2008
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AMD's own benchmarks from their press deck slides make wccftech look fake and off. I'm expecting a disappointing 290X / 390 performance. At this point if it manages 390x performance I'll be slightly surprised, and if it matches Fury Nano color me impressed.
 

Vesku

Diamond Member
Aug 25, 2005
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Why weren't these slides shown at E3 and how does AMD manage to forget to send them in a timely manner to tech sites? Why is the VR score so mediocre, no VR tweaks? Any hype that was building for me is now just cold embers.
 

Elixer

Lifer
May 7, 2002
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... I'm afraid that GP106 will smoke RX480 in VRWorks titles
...
Not sure if you are serious or not...
Of course a nvidia card will be faster in nvidia's own library, just like their cards do better in 'gameworks' titles.
 

casiofx

Senior member
Mar 24, 2015
369
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Not sure if you are serious or not...
Of course a nvidia card will be faster in nvidia's own library, just like their cards do better in 'gameworks' titles.
No, I think his intentions is totally different. No need to mention VRWorks, but pascal do support multiviewport projection, so there are no performance penalty running VR. No news about that from amd yet.
 

Elixer

Lifer
May 7, 2002
10,376
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No, I think his intentions is totally different. No need to mention VRWorks, but pascal do support multiviewport projection, so there are no performance penalty running VR. No news about that from amd yet.
Hmm?
There is also a cool option that renders a 3×1 Eyefinity setup as three separate viewports to avoid the stretching that a very wide field of view often causes. With the advent of low overhead APIs such as DirectX® 12 and Vulkan™, this is now a much more practical solution than before.
Basically, the same technique that has been done in the past, with new marketing lingo attached to it to make it sound new.
 

xpea

Senior member
Feb 14, 2014
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Not sure if you are serious or not...
Of course a nvidia card will be faster in nvidia's own library, just like their cards do better in 'gameworks' titles.
I cannot be more serious.
They are only 2 VR libraries (LiquidVR and VRWorks), so it's not fantasy to assume that most VR titles will have two optimized rendering paths. With SMP and multires shading, Nvidia will have a HUGE performance advantage. I'm not talking here about piss poor 5~10% that async compute brings, but easily 30%. AMD will look bad if they have nothing to counter these features. In fact the situation will be even worst for AMD than the over tessellation story in the previous generation...
 
Feb 19, 2009
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no. SMP is Pascal hardware feature:

How did Maxwell's unique multi-res shading technique help it be awesome in VR?

By NV's own metrics, Maxwell delivers a suboptimal VR experience as it lacks fine grained preemption for async timewarp.

If and when SMP is routinely in VR games, you can gloat. At the current time, it sounds like the gloating when Maxwell was about to debut, all the DX12 and FL12_1 hype... how did that turn out?

Something everyone here should have learnt already, don't believe the specs or feature claims from NV until its tried & tested, proven.
 

Mikeduffy

Member
Jun 5, 2016
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I cannot be more serious.
They are only 2 VR libraries (LiquidVR and VRWorks), so it's not fantasy to assume that most VR titles will have two optimized rendering paths. With SMP and multires shading, Nvidia will have a HUGE performance advantage. I'm not talking here about piss poor 5~10% that async compute brings, but easily 30%. AMD will look bad if they have nothing to counter these features. In fact the situation will be even worst for AMD than the over tessellation story in the previous generation...

You seem overly bitter about the recent Polaris10 leaks - to go as far as to claim lack of innovation in the chip only makes you look bad.

Anyhow, about SMP - there is no evidence to show that that Nvidia's implementaion of SMP works in the field. Do you know of any games releasing this year that will support such a feature?

You've got so many Nvidia fans talking about how silly it is for P10 to even be targeting VR and I agree with them - it's a market for higer-end GPUs. Anyhow, now those same will be praising SMP if the 1060 manages to get it working - that's a big if at this point.

About Polaris10, if the improved geometry processor has closed the gap with Nvidia, then I guess there is nothing stopping AMD with implementing such a feature within LiquidVR - if it's not already there. Is this correct?

I read somewhere that Multi-Projection did not have dedicated hardware in Pascal, this correct?
 
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xpea

Senior member
Feb 14, 2014
449
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How did Maxwell's unique multi-res shading technique help it be awesome in VR?

By NV's own metrics, Maxwell delivers a suboptimal VR experience as it lacks fine grained preemption for async timewarp.

If and when SMP is routinely in VR games, you can gloat. At the current time, it sounds like the gloating when Maxwell was about to debut, all the DX12 and FL12_1 hype... how did that turn out?

Something everyone here should have learnt already, don't believe the specs or feature claims from NV until its tried & tested, proven.
comon, VR HMP and Pascal only hit the market few days/weeks ago.
But one thing is sure, Nvidia is much better than AMD in pushing their features via their great dev department so no one should doubt that SMP and multires will find home in lot of VR titles.
 
Feb 19, 2009
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This is very strange indeed.



Read the footnotes and how they tested...



The Steam VR test was done with 16.1.1 driver which is very old. Other games were tested on 16.20.

Note that it specifically says this: "Performance may vary based on the use of latest driver versions."

Seriously what the heck, 16.1.1 is from January, it was the Rise of the Tomb Raider hotfix driver.

http://support.amd.com/en-us/kb-art...mson-Edition-16.1.1-Hotfix-Release-Notes.aspx

16.2 is also old, from late Feb IIRC, it was the Ashes driver for beta 2.

http://support.amd.com/en-us/kb-articles/Pages/AMD_Radeon_Software_Crimson_Edition_16.2.aspx

I don't know what AMD is up to, but making slides using 6 months old drivers is absurd when it's a new architecture.

I can only conclude they are either intentionally being misleading until the launch reviews or they are just incompetent...
 
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Feb 19, 2009
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comon, VR HMP and Pascal only hit the market few days/weeks ago.
But one thing is sure, Nvidia is much better than AMD in pushing their features via their great dev department so no one should doubt that SMP and multires will find home in lot of VR titles.

Maxwell has been around for ages. I can't find many (if any) retail VR games that used it's Multi-Res Shading VR feature either...
 

EightySix Four

Diamond Member
Jul 17, 2004
5,121
49
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I can only conclude they are either intentionally being misleading until the launch reviews or they are just incompetent...

These weren't supposed to be shared with the public right? If so, it seems like AMD may be fishing for leaks in their chain. Release technically correct but useless information (gets those scores on bad drivers), send it out to a vendor they don't trust, and see if it makes it onto the forums.

They are being, in my opinion, almost awkward about this launch. They either have a phenomenal product and are screwing with us, they have an awful product and are trying to keep it quiet, or their PR/marketing team went from bad to flat out incompetent.

Guess we will know in a few weeks. Fun ride either way 👌🏻
 
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xpea

Senior member
Feb 14, 2014
449
150
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Maxwell has been around for ages. I can't find many (if any) retail VR games that used it's Multi-Res Shading VR feature either...
For how long HMPs are on the shelves ?

multires shading is supported by Unreal engine since version 4.11 and Unity engine:
https://blogs.nvidia.com/blog/2016/04/20/ue-4/
https://blogs.nvidia.com/blog/2016/03/15/gdc-2016-unity-vr/

Some VRWorks accelerated titles:
Solfar Studios Everest VR
Valve Software The Lab
ILMxLAB Star Wars Trials on Tatooine
InnerVision Games Thunderbird: The Legend Begins
EVE: Valkyrie

and more here:
http://www.geforce.com/hardware/technology/vr/games
 

Vesku

Diamond Member
Aug 25, 2005
3,743
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These weren't supposed to be shared with the public right? If so, it seems like AMD may be fishing for leaks in their chain. Release technically correct but useless information (gets those scores on bad drivers), send it out to a vendor they don't trust, and see if it makes it onto the forums.

It says NDA expired June 13 so it was meant to coincide with E3 event. Apparently AMD forgot to distribute it on time or delayed for some other reason.
 
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