el etro
Golden Member
- Jul 21, 2013
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I notice they aren't running ultra settings, but they don't really say.
My mistake. I never played DirtSD. I think VH preset was the Max.
I notice they aren't running ultra settings, but they don't really say.
They're probably going to need a combination of both methods to make sure that future GPUs are well fed..
More and faster cores, plus much lower overhead. The latter in particular is probably going to give them the biggest benefit near term, as it's much harder for developers to exploit increased CPU parallelism.
One thing I've been wondering, is how the Mantle API allows the CPU to issue draw calls?
I know it's multithreaded, but are ALL threads issuing draw calls at the same time? That can be problematic, because 3D rendering is still an essentially serial process as many things need to be done in precise order..
DX11 multithreading got around this by using command lists, which used multiple threads to upload data at the same time, but all of that data still went through a single thread for final dispatch to the GPU as far as I know..
If it does turn out that Mantle is using multiple threads to issue draw call commands simultaneously without an immediate device thread like DX11, could that be responsible for the stuttering problem?
Having multiple threads issuing draw call commands at the same time with no check would create a whole lot of sync issues I'm sure..
The only time I experience the stutter is when I hear explosion sounds. It only ever lasts for a couple seconds. I'm happy to take that 2 second stutter about once an hour vs. Constant dips into the 70s with dx11.
The mantle stutters aren't mantle stutters, they are BF4 stutters. Ever since the Mantle patch was released I have been getting the stutters as well. Its definitely a bug, one they seem they aren't going to fix as its been a month since they introduced it.
BF4 1 step forward 3 backwards.
The first thing MS needs to focus on is reducing DX11 overhead. The mechanisms for multithreaded rendering are there but it's not as good as it can be.
Spreading out the API calls by using command lists is an incomplete solution: while it's better than manually threading or rendering in solely immediate context, the CPU resource demand from DX11 can eat up way too many cycles. It can make certain games worse if the game has very heavy simulation/AI threads and the DX11 render threads collide with those.
I'm sure there's room for improvement, but from the few games that support DX11 multithreading, it seems to offer comparable performance to Mantle; if not greater.. Mantle is a massive improvement over D3D on AMD hardware, but how much of that improvement is due to removing AMD's D3D driver inefficiencies?
And like sontin said, the Star Swarm benchmark gains quite a bit of performance with command lists enabled, and that has lots of A.I and simulation I believe..
I still think the technology has promise, but it has to be tweaked for ease of implementation and lowered overhead..
I can admit that the few games supporting DX11 multithreaded rendering seem to get a noticeable advantage on Nvidia, but come on, claiming it's greater than Mantle is taking it too far.
And be careful when talking about AMD's D3D driver inefficiencies. For the games that do support Mantle, AMD has very little motivation for making specific optimizations for the DX11 path.
Why is OpenGL used by so few today?
I've seen Nvidia's presentations about lowering the overhead using OpenGL extensions. OpenGL also works on other and older operating systems.
When XP still dominated, devs still stuck with DX9 rather than using OpenGL 3. And today, they stick with DX11, instead of using OpenGL 4.x, which could bring DX11.1/11.2-features to Windows 7 as well.
OpenGL seems great but there must be a reason to why so many opt for DX instead
I'd be happy to take 0 stutter as well. Dips into the 70's sounds utterly insidious.
I can admit that the few games supporting DX11 multithreaded rendering seem to get a noticeable advantage on Nvidia, but come on, claiming it's greater than Mantle is taking it too far.
Well I was speaking primarily about BF4 of course. I should have been more specific.. But having Mantle isn't an excuse to put DX11 on the backburner..And be careful when talking about AMD's D3D driver inefficiencies. For the games that do support Mantle, AMD has very little motivation for making specific optimizations for the DX11 path.
Not as many developers as skilled with it's use perhaps? I know that OpenGL doesn't support true multithreading either, unlike DX11..Why is OpenGL used by so few today?
I've seen Nvidia's presentations about lowering the overhead using OpenGL extensions. OpenGL also works on other and older operating systems
Mantle is better than DX in every way. It would probably be faster than DX even with a single core. That bears testing though. AMD's 9x lower overhead than DX claim was made using two threads to render with Mantle.
I don't understand how you can say DX w/ multithreading is as good as Mantle when you see graphs like this:
Where a 780 is clearly held back straight up to a 4.5GHz 4770K. Hell, it could still be bottlenecked at that point, this is just one scenario. This may not be the most demanding section of the game. Just one.
OTOH, you have this same test with a 290X running Mantle:
And you can see that CPU makes little difference.
You need to snap out of your delusion dude. DX11 isn't as good as Mantle. You can argue that it is "good enough", and maybe it is. After all, you can buy a CPU, overclock it 30%, and that will let you max out... a single card at least .
But what will you do when Maxwell comes out, and it's 30-50% faster than Kepler... and CPUs only get 10% faster in the same amount of time? Will it be "good enough" then? :whiste:
Mantle is better than DX in every way.
I don't understand how you can say DX w/ multithreading is as good as Mantle when you see graphs like this:
I don't understand how you can say DX w/ multithreading is as good as Mantle when you see graphs like this
And you can see that CPU makes little difference.
You need to snap out of your delusion dude. DX11 isn't as good as Mantle. You can argue that it is "good enough", and maybe it is. After all, you can buy a CPU, overclock it 30%, and that will let you max out... a single card at least .
But what will you do when Maxwell comes out, and it's 30-50% faster than Kepler... and CPUs only get 10% faster in the same amount of time? Will it be "good enough" then? :whiste:
And CryEngine game is as threaded as the Frosbite game. Nvidia multihtreading driver don't exhibit any advantage against AMD's in this test.
The benefit of multithreading of Nvidia drivers never happened on BF4. True is that BF3/BF4 engine favor Nvidia cards.
The game has to be specifically optimized for DX11 multithreading for it to show any benefits. The only known games that use it so far are AC III, Civilization 5, Project C.A.R.S, and any future game that will use the Oxide engine which is used for the Star Swarm benchmark.
But I'm talking about Mantle vs DX11 multithreading. Frostbite 3 does not use that feature, so BF4 cannot be used to compare the two.
If you want to compare the two, use Star Swarm as the Oxide engine supports both, and you'll see that DX11 multithreading offers similar performance as Mantle does; except that it could even be more because AMD's D3D drivers don't scale across CPU cores as well as NVidia's, so they have a lower base performance.
Source?
Man, there's no way to what you're saying to be true...
Obviously you don't understand what DX11 multithreading is. You keep comparing it to Crysis 3 and BF4, but it's not the same thing..Project Cars CPU benchmark indicates very poor CPU optimization. Again we have bad FX 8150 support and i7 with 4 cores equaling i7 with six cores. Game should have at least 8 threads well optimized as Crysis3/BF4 is:
I said Assassin's Creed 3, not 4..Assassin's Creed 4 last week benchmark showing good optimization for the two manufacturers GPUs on a i7 processor
I don't even know why you're even bringing up SC3 or CoH 2. They're completely irrelevant to the discussion.Another CPU intensive game: StarcraftII HotS(But this game is DX9):
You used benchmarks from 2012. Try using more up to date benchmarks, like from 2013..and anterior year bench indicate 7970Ghz 6% ahead of GTX 680.
Except BF4 does use that feature. :thumbsup:
That's because the benchmark is rigged in favor of AMD. Try turning off the motion blur (which has a massive 500% performance hit) and then things will be different.Err, no. I've run the Oxide demo on an Nvidia card. You get really high FPS in light scenes but then like 15 when it pans out. On Mantle, I run a minimum of 40 in the same type of scenes. Overall the averages are close but in practice Nvidia cards with their magical multithreading wouldn't be considered playable at all, if it were a game. I'm sure you've run the demo on your Nvidia cards. Surely you wouldn't be trying to cover up their garbage performance by using the average performance as a cop-out right?
What are you talking about? BF4 does not support DX11 multithreading. It uses manual multithreading, which is different..
They've used it since BF3, dude.
As for the motion blur, I'm not going to argue with you. It's not doing anything GCN specific.
Then how on Earth is it resulting in a 500% performance hit? What kind of motion blur does that?
Turning on motion blur completely tanks frame rates on my system, dropping them down to single digits..
With motion blur disabled, and deferred context enabled, performance increases dramatically..