[bitsandchips]: Pascal to not have improved Async Compute over Maxwell

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cytg111

Lifer
Mar 17, 2008
23,548
13,115
136
Then do you want to explain why Rise of the Tomb Raider doesn't kill the Fury when using 5+ GB of RAM?

http://www.hardocp.com/article/2016/02/29/rise_tomb_raider_graphics_features_performance/13





It scaled even better than the 12 GB Titan X, even though obviously both were unplayable frame rates, the 4GB HBM wasn't holding it back even though 50% of it was in system RAM on Fury X vs dedicated on Titan X (7.8-9.4GB dedicated Titan X vs 4 dedicated + 2.5 -3.8 dynamic Fury X)



http://forums.anandtech.com/showpost.php?p=38134606&postcount=328

And that's part of the confusion. You see with DX11 games, memory management can be tuned via the software driver. AMD hired two engineers to tackle this with their Fiji lineup. Here's what they're able to do:

In instances where a game requires more than 4GB VRAM...

- Dynamic Memory is used (system memory) in order to store data that is not required for a given frame.

- Data that is required for a frame is stored in the HBM framebuffer. So you're always pulling data from HBM and not system memory even if you go over 4GB. That means no slow downs.

- Replicated data is removed as well because a lot of games replicate textures out of laziness.

- The PCIe bus is used to transfer data back and forth from system memory (dynamic memory) and the HBM framebuffer.

End result is that even if you spill into system memory, performance doesn't tank.

Point being, putting dedicated effort into optimizing one title for one card, surprisingly amazing things can be done. It is muddy waters, hard to measure apples to apples.
 
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xthetenth

Golden Member
Oct 14, 2014
1,800
529
106
That's exactly my point, you can't simply say performance doesn't tank because you can swap assets in and out of system ram, because if that were always the case, there would never be a need for more vram and my 2GB 680's would have seen a much longer life span.

Now we have people using complete guesswork about how HBM isn't affected because it's faster. If you're having to fallback on a 40GB/s pipe with higher latency, HBM's bandwidth advantage is almost completely negated.

The cycle with GDDR has been bandwidth needs driving RAM count ahead of needs for current cards. Earlier cards haven't seen optimization because they're old anyway. Fury's performance in the field has shown that surprising things can be done even with games that expect a setup where bandwidth needs have driven RAM count much higher and throw everything into VRAM because they can.

I'd say that Fury being a current high end card and getting effort to optimize it has as much if not more to do with this than HBM, but that's a total guess and it probably is a big help.
 

2is

Diamond Member
Apr 8, 2012
4,281
131
106
Then do you want to explain why Rise of the Tomb Raider doesn't kill the Fury when using 5+ GB of RAM?

http://www.hardocp.com/article/2016/02/29/rise_tomb_raider_graphics_features_performance/13





It scaled even better than the 12 GB Titan X, even though obviously both were unplayable frame rates, the 4GB HBM wasn't holding it back even though 50% of it was in system RAM on Fury X vs dedicated on Titan X (7.8-9.4GB dedicated Titan X vs 4 dedicated + 2.5 -3.8 dynamic Fury X)

Very easily, this has been mentioned many times, not only in this thread but countless others. Ram used doesn't equal ram needed. Black Ops 3 uses nearly all of my 6GB on my 980Ti but still plays fine on my 7970 which only has 3GB. Both are GDDR5. If VRAM usage worked the way you think it worked, my 7970 would have to have HBM to achieve such a feet since you're of the opinion HBM is immune to performance drop when vram is used up.
 

tential

Diamond Member
May 13, 2008
7,355
642
121
Very easily, this has been mentioned many times, not only in this thread but countless others. Ram used doesn't equal ram needed. Black Ops 3 uses nearly all of my 6GB on my 980Ti but still plays fine on my 7970 which only has 3GB. Both are GDDR5. If VRAM usage worked the way you think it worked, my 7970 would have to have HBM to achieve such a feet since you're of the opinion HBM is immune to performance drop when vram is used up.
Please stop stating this obvious fact. People are incapable of understanding that vram stored isnt vram used.

Go to a real hardware forum for that discussion lol
 

96Firebird

Diamond Member
Nov 8, 2010
5,712
316
126
- Data that is required for a frame is stored in the HBM framebuffer. So you're always pulling data from HBM and not system memory even if you go over 4GB. That means no slow downs.

I'd like to hear a further explanation on this point.
 

Glo.

Diamond Member
Apr 25, 2015
5,763
4,667
136
The data is "streamed" through the memory, not stored in it.
 

Mahigan

Senior member
Aug 22, 2015
573
0
0
I'd like to hear a further explanation on this point.
Every frame requires certain pieces of data (textures etc) but not the entirety of the data stored in the framebuffer or Dynamic Memory/System memory.

So long as that data is kept in the framebuffer, then the game will never pull the data from system memory.

If a frame, coming up, requires data stored in the system memory then the driver prefetches the data from system memory and places it into the framebuffer.

So no matter what you're rendering, the required data always resides in the framebuffer and not in the system memory.
 

happy medium

Lifer
Jun 8, 2003
14,387
480
126
Every frame requires certain pieces of data (textures etc) but not the entirety of the data stored in the framebuffer or Dynamic Memory/System memory.

So long as that data is kept in the framebuffer, then the game will never pull the data from system memory.

If a frame, coming up, requires data stored in the system memory then the driver prefetches the data from system memory and places it into the framebuffer.

So no matter what you're rendering, the required data always resides in the framebuffer and not in the system memory.

What happens when you have 8gb of system memory and the game/operating system uses 7.2gb's and your running @ 4k with 4gb of hbm? Where does it get the memory to stream then or does it just tank?

There is a few game that now recommend 16gb of system memory.
http://wolfsgamingblog.com/2015/10/...nt-system-requirements-recommend-16gb-of-ram/
 
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SK10H

Member
Jun 18, 2015
117
50
101
What happens when you have 8gb of system memory and the game/operating system uses 7.2gb's and your running @ 4k with 4gb of hbm? Where does it get the memory to stream then or does it just tank?

There is a few game that now recommend 16gb of system memory.
http://wolfsgamingblog.com/2015/10/...nt-system-requirements-recommend-16gb-of-ram/

If someone can afford a 4GB HBM card + a 4K monitor, while not taking advantage of the cheap Ram price to buy at least another 8GB stick, that's really user stupidity.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
What happens when you have 8gb of system memory and the game/operating system uses 7.2gb's and your running @ 4k with 4gb of hbm? Where does it get the memory to stream then or does it just tank?

There is a few game that now recommend 16gb of system memory.
http://wolfsgamingblog.com/2015/10/...nt-system-requirements-recommend-16gb-of-ram/

Most games don't need over 4GB of ram @ 4k. Its only when you start adding even more AA (SSAA basically scales the resolution up).

Rise of the Tomb Raider uses 4-6GB @ 4k, but you can see from [H]'s testing here that even @ 4k and SSAA using almost 4GB of dynamic memory the Fury X stood upto the 12GB Titan X performance wise.

http://www.hardocp.com/article/2016/02/29/rise_tomb_raider_graphics_features_performance/13

The 980 TI struggled more than Fury X @ 4k SSAA since it capped out memory @ 4k without AA.
 

tential

Diamond Member
May 13, 2008
7,355
642
121
What happens when you have 8gb of system memory and the game/operating system uses 7.2gb's and your running @ 4k with 4gb of hbm? Where does it get the memory to stream then or does it just tank?

There is a few game that now recommend 16gb of system memory.
http://wolfsgamingblog.com/2015/10/...nt-system-requirements-recommend-16gb-of-ram/
If a core i3 user who brags about getting a cheap GTX 960 can afford 16GB of system memory, I'm sure GTX 980Ti and Fury X users can.

Did you seriously just ask the question "What if I need more system memory?"(In a nutshell this is what you asked).
Buy more!
It's cheap.
 

happy medium

Lifer
Jun 8, 2003
14,387
480
126
If a core i3 user who brags about getting a cheap GTX 960 can afford 16GB of system memory, I'm sure GTX 980Ti and Fury X users can.

Did you seriously just ask the question "What if I need more system memory?"(In a nutshell this is what you asked).
Buy more!
It's cheap.

will performance tank?

I never asked "what if I need more system memory".

If you don't know just say "I don't know", its easy.
 
Last edited:
May 11, 2008
20,055
1,290
126
And that's part of the confusion. You see with DX11 games, memory management can be tuned via the software driver. AMD hired two engineers to tackle this with their Fiji lineup. Here's what they're able to do:

In instances where a game requires more than 4GB VRAM...

- Dynamic Memory is used (system memory) in order to store data that is not required for a given frame.

- Data that is required for a frame is stored in the HBM framebuffer. So you're always pulling data from HBM and not system memory even if you go over 4GB. That means no slow downs.

- Replicated data is removed as well because a lot of games replicate textures out of laziness.

- The PCIe bus is used to transfer data back and forth from system memory (dynamic memory) and the HBM framebuffer.

End result is that even if you spill into system memory, performance doesn't tank.

This reads like smart prefetching and caching the data before it is needed from system memory to hbm vram. As long as the data is in the hbm memory and available before it is needed in calculations, no one would know. Interesting.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
Did you guys ever see the triple 4K showdown thing over at Tweaktown (I know)

http://www.tweaktown.com/tweakipedi...re-triple-4k-eyefinity-11-520x2160/index.html

Obviously settings need to be reduced for playability to remain anywhere decent, but the results are still quite surprising I'd say.

Yeah I remember reading that back in the day, also another site / guy had 4x Fury and 4x Titan benchmarks and the Fury X scaled amazing back then as well... and that was with really old / worse drivers! Drivers have improved a lot for Fury since release.
 

Phynaz

Lifer
Mar 13, 2006
10,140
819
126
Every frame requires certain pieces of data (textures etc) but not the entirety of the data stored in the framebuffer or Dynamic Memory/System memory.

So long as that data is kept in the framebuffer, then the game will never pull the data from system memory.

If a frame, coming up, requires data stored in the system memory then the driver prefetches the data from system memory and places it into the framebuffer.

So no matter what you're rendering, the required data always resides in the framebuffer and not in the system memory.

I don't think you understand what a frame buffer is.

https://en.m.wikipedia.org/wiki/Framebuffer
 

cytg111

Lifer
Mar 17, 2008
23,548
13,115
136
He dumbed it down so the average poster here could understand it. While you may want to split hairs about his choice of the word framebuffer, his overall explanation will suffice.

+1
 
Feb 19, 2009
10,457
10
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AMD have explained that they can do this dynamic vram technique with HBM without a performance loss due to it's high bandwidth. Since they have proven it works, what is the issue?

Maybe 2 years from now, they may no longer optimize Fury GPUs in new games? Well, maybe not. Because 2 years from now, most of the big games will be DX12/Vulkan and so memory management is in the hands of developers.

If the developers want their games to run on 4GB GPUs, of which there will still be the vast majority (there's millions on the 3.5GB 970!), they will have to manage their memory usage & allocation smarter.
 

mysticjbyrd

Golden Member
Oct 6, 2015
1,363
3
0
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