Ashes of the Singularity User Benchmarks Thread

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ShintaiDK

Lifer
Apr 22, 2012
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145
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I dunno for YOUR case. But for Lionhead's case, they seem to think Async Compute is "free performance" for GCN.

I take their words over forum warriors with no experience in DX12 programming, any day of the week.

AVX2 is also considered "free". No matter how much you hate to admit it, there is a penalty in one form or the other.
 
Feb 19, 2009
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If they were really sponsored by AMD I doubt this would have happened.

That's not true. AMD doesn't hide its source code, NV is free to easily optimize TressFX, if they want to. AMD sponsored devs as shown here with Oxide, offer all IHVs full source code even in Alpha. Very much NOT what happens when compared to GimpWorks.

Starswarm is the perfect example of Oxide's neutrality. They help boost performance on NV, despite being AMD sponsored.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
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You should re-read the quote again. Nowhere does he blame, he said it could be a MB issue.

All i see is an Oxide partner that is busy excusing poor AMD CPU performance in the economic interest of their sponsor.

Starswarm is the perfect example of Oxide's neutrality.

You mean Star Swarm that on purpose ran slower than it should on nVidia hardware at release?
 
Feb 19, 2009
10,457
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You mean Star Swarm that on purpose ran slower than it should on nVidia hardware at release?

Nope, the Star Swarm that improved massively on NV performance, without Oxide crippling NV's DX12, which was later used by some forum warriors to boast how awesome NV is at DX12 over AMD.

Oxide's actions have shown them to be neutral. No need to drag them into the mud for your agendas.

If you want to bash some devs, turn your attention to Ubisoft & Warner Bros.

Btw, here's some info for you guys, to show if Oxide wanted to cripple DX12 for NV, they could easily do so:


Also on there, is the statement that DX12 code examples is almost identical to Vulkan/Mantle, for anyone else doubting the origins of these new APIs.
 
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VR Enthusiast

Member
Jul 5, 2015
133
1
0
Could you link to the documentation and test of this?

http://www.roadtovr.com/hands-on-am...e-lightnings-spectacular-ge-neuro-experience/

Despite the polished and impressive graphics, which represented some of the best I’ve seen anywhere in VR, the entire demo ran flawlessly on the Oculus Rift Crescent Bay prototype, all at 90Hz.

Kite & Lightning co-founder Ikrima Elhassan told me that the GE Neuro demo is powered by a single AMD R9 Fury X GPU, formerly codenamed Fiji. The team employed AMD’s new LiquidVR system which Elhassan said was “critical” to achieving the performance seen in the demo.

“Without late latching/Liquid VR, we were seeing GPU idle times of 40%!” he told me.

I suppose it's possible that GE are being sponsored by AMD as well though.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
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Nope, the Star Swarm that improved massively on NV performance, without Oxide crippling NV's DX12, which was later used by some forum warriors to boast how awesome NV is at DX12 over AMD.

Oxide's actions have shown them to be neutral. No need to drag them into the mud for your agendas.

If you want to bash some devs, turn your attention to Ubisoft & Warner Bros.

Btw, here's some info for you guys, to show if Oxide wanted to cripple DX12 for NV, they could easily do so:


Also on there, is the statement that DX12 code examples is almost identical to Vulkan/Mantle, for anyone else doubting the origins of these new APIs.

When did Deferred Context for example work in Star Swarm?

Oxide only fixed Star Swarm when it had served its public PR for Mantle.

And I do hope you know that you only say that its Oxides job to fix DX12 for nVidia.

EA and Square Enix for example didnt bother for fix Mantle for GCN 1.2. You know, the developers task.
 
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Glo.

Diamond Member
Apr 25, 2015
5,802
4,774
136
Wow. I dont even now what to say...

DX12 allows much better optimization on GPUs than DX11. It has nothing to do with nVidia or AMD. The whole API is better suited to new GPU architectures than DX11. That's the reason why it is even supported on Fermi - a GPU architecture from 2010, introduced 6 months after DX11...

You should re-read again what everybody is saying about these new low level APIs starting with the AZDO from OpenGL 4.4.

In the end you just said, that DX12 is bad for nVidia because DX12 is able to do more on their hardware. :|

You misunderstood what I said. For DirectX 12 you have only API driver that talks to the game engine and to the hardware. In DirectX 11 you have had API and a driver for the gpu. Thats where you, if you were GPU vendor, optimize the hardware and software for specific game and scenario. With DirectX 12 you can't.

In essence we can put this this way. The API is the driver for the hardware. You have no room to optimize the game-hardware path because the API talks directly to the hardware. It is only possiblr with optimizing the API driver. With its multithreaded capibilities on AMD GPU it is bottlenecked with rasterizing performance. With its rasterizing demand its bottlenecked on asynchronous compute on NVidia GPUs.

The biggest problem is that the game engine works ONLY with the API. The API talks directly to the hardware. It is due your hardware to be able to use the best as it is possiblr of the capabilities the API offers. If you hardware is not able to get enough work scheduled it will be bottlenecked. If your GPU is not able to get enough pixels pushed it will be bottlenecked.

Maxwell was designed for multithreaded environment. That is true. But for parallel environment its capabilities are limited with one ACE. In DirectX12 the schedules are parallel, whereas on DirectX 11 the schedules were multiple but were not happening at the same time. That is he difference between the mechanic here. And thats why Maxwell GPUs are getting worse performance. The problem lies in Asynchronous Shading, whether we like it or not.

We can argue abiut this. Blaming Oxide is like blaming Microsoft for giving DirectX 12. With this API you can't lock any developer from performance. It is simply not possible. You cannot make one vendor look better than the other. That is not the nature of DX12. And no, im not software engineer. But i understand what means that the application talks directly to the GPU, without the CPU intervention.
 
Feb 19, 2009
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Have there been any gamedevs from major studios that have praised NV's GPUs in relation to DX12 async compute? I'm trying to google some examples but can't find any.
 

VR Enthusiast

Member
Jul 5, 2015
133
1
0
Yet already supported by a few companies in beta versions.

Who?

What games uses LiquidVR? 0?

More like 20 including WW Toons, Adr1ft and Robinson The Journey

http://www.roadtovr.com/hands-on-cr...pe-motion-controls-back-to-dinosaur-island-2/

But again i asked you for something you couldnt deliver.

If you're going to ask for such things as "documents and tests" then you'll always end up disappointed. Can you elaborate on what it is you want from me, exactly?

While you're thinking about that can you find me evidence from game developers that are using GameWorks VR? I've looked quite hard but my search has been fruitless. Remember I'm looking for evidence from game developers themselves, not from Nvidia.
 

ShintaiDK

Lifer
Apr 22, 2012
20,378
145
106
Have there been any gamedevs from major studios that have praised NV's GPUs in relation to DX12 async compute? I'm trying to google some examples but can't find any.

Because you are searching for AMD terms?

I dont find any Intel CPUs if I search for APUs either.
 

VR Enthusiast

Member
Jul 5, 2015
133
1
0
Maybe I need to remind you of your original claim,

You still havent shown any data on this.

Oh just that? Sure.

Here is a document by David Kanter - you may have heard of him - on LiquidVR.

The whole article is a fantastic opener to Virtual Reality however I bring your attention in particular to page 10 where he says,

Asynchronous shading is an incredibly powerful feature that increases performance by more efficiently using the GPU hardware while simultaneously reducing latency. In the context of VR, it is absolutely essential to reducing motion-to-photon latency, and is also beneficial for conventional rendering.

Also of note is this on page 4,

To avoid simulation sickness in the general population, the motion-to-photon latency should never exceed 20 milliseconds (ms).

Never exceed. This is important as from the previous link, you can see that by using LiquidVR, motion-to-photons latency is <10ms capable.

John Carmack - you may have heard of him - also says about latency,

http://oculusrift-blog.c0m/john-carmacks-message-of-latency/682/ (change c0m to com)

20 milliseconds or less will provide the minimum level of latency deemed acceptable.

Everything appears to be in order then, AMD can easily maintain sub 20ms latency.

What about Nvidia? Well let us see what they say about latency.

http://blogs.nvidia.com/blog/2014/09/18/maxwell-virtual-reality/

Typically, it takes 50 milliseconds or more to render a scene in a virtual reality environment, from the time you move your head to the time you see a response. Maxwell cuts that latency in half.

Half of 50 milliseconds = uhmm, 25 milliseconds?

What else did they say?

http://www.geforce.com/whats-new/ar...us-the-only-choice-for-virtual-reality-gaming

The standard VR pipeline from input in (when you move your head) to photons out (when you see the action occur in-game) is about 57 milliseconds (ms). However, for a good VR experience, this latency should be under 20ms. Presently, a large portion of this is the time it takes the GPU to render the scene and the time it takes to display it on the headset (about 26ms). To reduce this latency we've reduced the number of frames rendered in advance from four to one, removing up to 33ms of latency, and are nearing completion of Asynchronous Warp, a technology that significantly improves head tracking latency, ensuring the delay between your head moving and the result being rendered is unnoticeable.

Combined, and with the addition of further NVIDIA-developer tweaks, the VR pipeline is now only 25ms.

Only 25ms. But is that really the case? Seems that Nvidia has also been saying this on the same day,

NVIDIA suggests that VR Direct will reduce latency "on average" by 10 milliseconds - 10ms from the OS and 4ms from the GPU, also on average.

Ok so. Kanter and Cormack say 20ms is necessary, Nvidia says they can do 25ms best case...but more like 47ms on average, AMD says (confirmed by Kanter) that they can do sub 10ms with LiquidVR.

That all seems quite straightforward then.

Now, do you accept that AMD's LiquidVR and Asynchronous shaders are better at removing latency than Nvidia's solution, which is unacceptable for VR as stated by established industry veterans?
 
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Feb 19, 2009
10,457
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Excellent post @VR Enthusiast. Backed by solid evidence from people in the know.

I had heard devs stated that GCN is excellent for VR due to the latency (to prevent motion sickness), the oft remark is that Maxwell was less capable, but I did not realize it was *THAT* bad.

Any thoughts why Kepler/Maxwell struggles with VR?

Because this implies they can't do Async Shading very well:

Asynchronous shading is an incredibly powerful feature that increases performance by more efficiently using the GPU hardware while simultaneously reducing latency. In the context of VR, it is absolutely essential to reducing motion-to-photon latency, and is also beneficial for conventional rendering.

One of the features for VR to reduce latency is also called Async Warp.
 
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VR Enthusiast

Member
Jul 5, 2015
133
1
0
Excellent post @VR Enthusiast. Backed by solid evidence from people in the know.

I had heard devs stated that GCN is excellent for VR due to the latency (to prevent motion sickness), the oft remark is that Maxwell was less capable, but I did not realize it was *THAT* bad.

Any thoughts why Kepler/Maxwell struggles with VR?

Because this implies they can't do Async Shading very well:

They don't have the hardware ACEs that AMD has. Just check a block diagram of GCN and Maxwell and you can see AMD has ACEs while Nvidia has none.

I found this forum due to a post by Zlatan (a PS4 dev) while searching for more information. I recommend paying attention to his posts.

Recently again he has pointed out the deficiencies in Maxwell's VR,

On Maxwell 2 the compute is not stateless, so a context switch might be needed to perform an async task, and this comes with a huge performance penalty. The GCN is a stateless compute hardware, so it can run any async compute task without context switch.

And this post further down.

Pascal won't magically solve the problems for NV, because they don't have an own API like Mantle.

Originally Posted by Silverforce11: One of the features for VR to reduce latency is also called Async Warp.

Another post by Zlatan covers this.

Nvidia just doesn't have the hardware and it's something they can't optimise around. Even with Pascal they still won't have anything like Mantle. AMD's VR superiority is real and assured for at least two more years. This is why all VR games are being developed on LiquidVR. That's not to say that GameWorks VR wont get development time too - it will - but it will always be an inferior option.

Even an R9 380 will offer a better VR experience than a Titan X.
 

Enigmoid

Platinum Member
Sep 27, 2012
2,907
31
91
You misunderstood what I said. For DirectX 12 you have only API driver that talks to the game engine and to the hardware. In DirectX 11 you have had API and a driver for the gpu. Thats where you, if you were GPU vendor, optimize the hardware and software for specific game and scenario. With DirectX 12 you can't.

In essence we can put this this way. The API is the driver for the hardware. You have no room to optimize the game-hardware path because the API talks directly to the hardware. It is only possiblr with optimizing the API driver. With its multithreaded capibilities on AMD GPU it is bottlenecked with rasterizing performance. With its rasterizing demand its bottlenecked on asynchronous compute on NVidia GPUs.

The biggest problem is that the game engine works ONLY with the API. The API talks directly to the hardware. It is due your hardware to be able to use the best as it is possiblr of the capabilities the API offers. If you hardware is not able to get enough work scheduled it will be bottlenecked. If your GPU is not able to get enough pixels pushed it will be bottlenecked.

We can argue abiut this. Blaming Oxide is like blaming Microsoft for giving DirectX 12. With this API you can't lock any developer from performance. It is simply not possible. You cannot make one vendor look better than the other. That is not the nature of DX12. And no, im not software engineer. But i understand what means that the application talks directly to the GPU, without the CPU intervention.

This kind of thing is much easier to do in DX12 vs. DX11. You can simply send the GPU commands that work well on one set of hardware but not on another, and due to the lack of driver overhead, the driver cannot correct for this.

As a handwaving explanation consider programming in Java (DX11) and C++ (DX12). A well written C++ program should always be faster than the java equivalent. However java can be run with some very aggressive performance enhancements and libraries (driver intervention) so that a poorly written C++ program will run worse than that same program in java as the JRE can add performance enhancements. As well in a program written in C++ your performance optimizations can favour one architecture over another (ie loop unrolling).

Its the same thing with DX12 and Oxide (hate them or love them) have stated as much.
 

crislevin

Member
Sep 12, 2010
68
0
0
This kind of thing is much easier to do in DX12 vs. DX11. You can simply send the GPU commands that work well on one set of hardware but not on another, and due to the lack of driver overhead, the driver cannot correct for this.

As a handwaving explanation consider programming in Java (DX11) and C++ (DX12). A well written C++ program should always be faster than the java equivalent. However java can be run with some very aggressive performance enhancements and libraries (driver intervention) so that a poorly written C++ program will run worse than that same program in java as the JRE can add performance enhancements. As well in a program written in C++ your performance optimizations can favour one architecture over another (ie loop unrolling).

Its the same thing with DX12 and Oxide (hate them or love them) have stated as much.
I can see your point that malicious developers can purposely hinder a vendor.

But if you are implying this is the case in AoS, or if you are suggesting nVidia's hardware capability is not the problem with DX12, or if you are saying allowing low-level access to GPU is somehow bad, then you would be ................... lets just say "wrong".
 
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