DOOM updated with Vulkan support

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IllogicalGlory

Senior member
Mar 8, 2013
934
346
136
Here's a second opinion for the unbelieving:



Looks like AMD performance is right where it should be, maybe very slightly lower than some other games. Still, the 980 appears much faster than usual.
 

24601

Golden Member
Jun 10, 2007
1,683
39
86
Can you tell me what's wrong with AMD's OpenGL for Doom?

http://www.guru3d.com/articles_pages/amd_radeon_r9_rx_480_8gb_review,14.html

Compare the 290, 290X, 390, 390X vs 970 and 980. Around that ballpark.

Certainly not as horrible as Project Cars deficit.

RX 480 gains up to 50% with Vulkan for example with AC enabled. So does Fury Nano (PCGH claims +50%).

https://www.youtube.com/watch?v=GlzKPBIjZPo

Btw, a 50% faster Nano is actually GTX 1080 or faster.

http://forums.anandtech.com/showthread.php?p=38350234&highlight=#post38350234

http://forums.anandtech.com/showpost.php?p=38350354&postcount=76

Not going to repeat myself for every single time people try to FUD around the issue.

And i'm not going to rehash AMD/ATi's entire sordid history with OpenGL. It's common knowledge. Even if you may not possess it.
 

IllogicalGlory

Senior member
Mar 8, 2013
934
346
136
Without sources or further explanation, I don't see why anyone would take that seriously. Talk about FUD. Maybe you'd like to explain why console devs, dealing with GCN chips that have fewer than 1024 shaders to begin with in the case of the Xbone, benefit from 'what AMD calls asynchronous compute'. Maybe you'd like to explain why the Vulkan drivers for AMD expose multiple queues while those for Maxwell do not. Maybe you'd like to explain why no one, including PCper who have rigorously examined DX12 as it pertains to GCN, has made this known before.
 
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24601

Golden Member
Jun 10, 2007
1,683
39
86
Without sources or further explanation, I don't see why anyone would take that seriously. Talk about FUD. Maybe you'd like to explain why console devs, dealing with GCN chips that have fewer than 1024 shaders to begin with in the case of the Xbone, benefit from 'what AMD calls asynchronous compute'.

Rhetorical Question Rhetorical Question?

Rhetorical Question

Rhetorical Question
Rhetorical Question
Rhetorical Question again.

Learn logic.

Not going to spoonfeed the entire forum anymore, i'm done here.


Threadcrapping and trolling are not allowed
Markfw900
 
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IllogicalGlory

Senior member
Mar 8, 2013
934
346
136
One post with no sources, one post with a bunch of nothing relevant to the first, then a condescending dodge. The sum total of your justification for wild claims. That's just absolutely exemplary.

I don't know which logic you studied, but a claim without a proof is worth nothing.
 
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Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
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http://forums.anandtech.com/showthread.php?p=38350234&highlight=#post38350234

http://forums.anandtech.com/showpost.php?p=38350354&postcount=76

Not going to repeat myself for every single time people try to FUD around the issue.

And i'm not going to rehash AMD/ATi's entire sordid history with OpenGL. It's common knowledge. Even if you may not possess it.

So you quote yourself making incorrect assumptions and that is somehow fact, yet there have been 3 reputable sites that completely prove you wrong and you still think you are correct?

The personal insults were a nice touch though, much better than trying to provide facts or evidence to back up your absurd claims.
 
Feb 19, 2009
10,457
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As soon as people talk about why Async Compute benefits AMD GCN because it's not fully using it's shaders, they already lost because they are repeating the same propaganda lies.

It's Multi-Engine. Targeting ROPs & DMAs with queues in parallel while work is running on Shaders. All GPUs have these Rasterizers or DMAs, yet in DX11 or hardware incapable of Multi-Engine, the queues are going in serial, when Shaders are running, ROPs/DMAs are idling and vice versa.

See, the smart people figured that Rasterizers or DMAs should be able to handle a lot of the rendering tasks in parallel to shaders, so they made next-gen APIs to take advantage of this. Somebody forgot to inform NV of this transition ahead of time, and that's all it is, NV makes hardware that's great for the DX11 era.

But we're told, again, this time from id Software, that NV will work on their Async Compute drivers...
 

Raduque

Lifer
Aug 22, 2004
13,141
138
106
I can't seem to take a screenshot in DOOM while running the Vulkan API. BUT. I am running every setting at Ultra and my minimum FPS is now 60. In OpenGL it was 35-40. Max is 125, before it was about 80. Average seems to be about 110ish.

Core i7-4720HQ, GTX970m @ 1.3ghz core/3ghz ram. I will update the post tomorrow with a picture of the stats set to Nightmare so you can see the frametimes - but they were locked to 16ms, IIRC.
 
Feb 19, 2009
10,457
10
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I can't seem to take a screenshot in DOOM while running the Vulkan API. BUT. I am running every setting at Ultra and my minimum FPS is now 60. In OpenGL it was 35-40. Max is 125, before it was about 80. Average seems to be about 110ish.

Core i7-4720HQ, GTX970m @ 1.3ghz core/3ghz ram. I will update the post tomorrow with a picture of the stats set to Nightmare so you can see the frametimes - but they were locked to 16ms, IIRC.

From the various tests I've seen, performance does increase on all GPUs in CPU bound scenarios, such as 1080p with a older or slower (non-OC) CPU.

Should be a nice boost for laptop CPUs which run at lower clocks than desktops.
 

Raising

Member
Mar 12, 2016
120
0
16
GTX 1080 with a i7 980x, vulcan removed any traces of cpu bottleneck, had around top 120 fps @ 1440 max settings, now goes up to 144fps (monitor limit)
 

Cookie Monster

Diamond Member
May 7, 2005
5,161
32
86
As soon as people talk about why Async Compute benefits AMD GCN because it's not fully using it's shaders, they already lost because they are repeating the same propaganda lies.

It's Multi-Engine. Targeting ROPs & DMAs with queues in parallel while work is running on Shaders. All GPUs have these Rasterizers or DMAs, yet in DX11 or hardware incapable of Multi-Engine, the queues are going in serial, when Shaders are running, ROPs/DMAs are idling and vice versa.

See, the smart people figured that Rasterizers or DMAs should be able to handle a lot of the rendering tasks in parallel to shaders, so they made next-gen APIs to take advantage of this. Somebody forgot to inform NV of this transition ahead of time, and that's all it is, NV makes hardware that's great for the DX11 era.

But we're told, again, this time from id Software, that NV will work on their Async Compute drivers...

Im curious. What are some of the things that the ROP can do in parallel given that their fundamental functionality is to grab the pixel/texel data (which again comes from the front-end of the graphics pipeline), blending (maths) them into the final pixel value and writing them back into the memory for display?

DMAs? direct memory access for what graphics operations?
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
Seems like a lot of Nvidia users are having stuttering issues with Vulkan


https://www.reddit.com/r/pcgaming/comments/4sb4tf/doom_vulkan_support_now_live/d587mcu

Well something's not right. Anyone else getting stutter on their 970 with Vulkan :?

Getting really inconsistent frame times on my 980ti. Looks and feels noticeably less smooth than OpenGL even though the framerate is higher. Maybe it's something they'll sort in a patch

Same thing is happening with my 980 Ti. My FPS improved 20% or so according to the overlay, but it looks like it's running closer to 30 FPS instead of the 110-130 FPS it shows. Meanwhile OpenGL is running 70-90 FPS, and feels like it.

780 doesn't appear to have any gains

https://www.reddit.com/r/pcgaming/comments/4sb4tf/doom_vulkan_support_now_live/d580jpd

I tried this with latest drivers on my GTX 780 with open gl vs vulkan and I didnt notice any difference at 1440p with mostly high settings. Framerate was roughly the same too, if not 1-2 FPS worse on vulkan.... Maybe Im doing something wrong?. Im on latest Nvidia driver

Yeh I saw no difference with my 780. So much for getting more performance out of older cards...

Hopefully it gets fixed up soon. Can't wait to get rid of older OpenGL / DX11 engines.
 

jj109

Senior member
Dec 17, 2013
391
59
91
Im curious. What are some of the things that the ROP can do in parallel given that their fundamental functionality is to grab the pixel/texel data (which again comes from the front-end of the graphics pipeline), blending (maths) them into the final pixel value and writing them back into the memory for display?

DMAs? direct memory access for what graphics operations?

It's funny how the propaganda falls apart when probed, right?


Threadcrapping and trolling are not allowed
Markfw900
 
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hsjj3

Member
May 22, 2016
127
0
36
Here's a second opinion for the unbelieving:



Looks like AMD performance is right where it should be, maybe very slightly lower than some other games. Still, the 980 appears much faster than usual.

Something wrong there. 970 too close to a 960, too far from a 980. A 960 is about just under 2/3 of a 970 performance wise.

Unless, this is a VRAM issue, only explanation.
 

IllogicalGlory

Senior member
Mar 8, 2013
934
346
136
It's possible, but there could be some reason. 970 actually has quite a bit less compute throughput than 980, plus it has less memory bandwidth. But it is considerably further ahead than you'd expect, although it seems too close to the 980 Ti as well.

Regardless, DF's test shows that 390 and 970 are about equal, with the 970 only having a minor advantage: https://www.youtube.com/watch?v=WvWaE-3Aseg. It's nothing particularly unusual, and certainly someone claiming that AMD's OpenGL performance has a severe deficit would need to provide more evidence than a vague mention of 'history'.
 
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Maverick177

Senior member
Mar 11, 2016
411
70
91
Just got back home and installed the new patch, and holy shit, my Fury gains around 50% in certain scene, general perf increase is around 40%. Again, holy shit.

http://imgur.com/a/Ah02x

Edit: I forgot to turn off Vsync. Without Vsync, my Fury gains another 7fps, awesome. Here's the new screenshots: http://imgur.com/a/yGBpD

Updated, anyone knows why I can't take screenshot with PrtScreen button without Vsync ON in Vulkan?
 

renderstate

Senior member
Apr 23, 2016
237
0
0
It's funny how the propaganda falls apart when probed, right?


It's not even propaganda. He doesn't really know what he's talking about. Perhaps he thinks modern games spend half of the frame time blitting stuff around.
 
Feb 19, 2009
10,457
10
76
Im curious. What are some of the things that the ROP can do in parallel given that their fundamental functionality is to grab the pixel/texel data (which again comes from the front-end of the graphics pipeline), blending (maths) them into the final pixel value and writing them back into the memory for display?

DMAs? direct memory access for what graphics operations?

You sound like you know more than the primary architect of the PS4.

http://www.gamasutra.com/view/feature/191007/inside_the_playstation_4_with_mark_.php

Cerny is convinced that in the coming years, developers will want to use the GPU for more than pushing graphics -- and believes he has determined a flexible and powerful solution to giving that to them. "The vision is using the GPU for graphics and compute simultaneously," he said. "Our belief is that by the middle of the PlayStation 4 console lifetime, asynchronous compute is a very large and important part of games technology."

Cerny expects developers to run middleware -- such as physics, for example -- on the GPU. Using the system he describes above, you can run at peak efficiency, he said.

"If you look at the portion of the GPU available to compute throughout the frame, it varies dramatically from instant to instant. For example, something like opaque shadow map rendering doesn't even use a pixel shader, it’s entirely done by vertex shaders and the rasterization hardware -- so graphics aren't using most of the 1.8 teraflops of ALU available in the CUs. Times like that during the game frame are an opportunity to say, 'Okay, all that compute you wanted to do, turn it up to 11 now.'"

The team, to put it mildly, had to think ahead. "The time frame when we were designing these features was 2009, 2010. And the timeframe in which people will use these features fully is 2015? 2017?" said Cerny.

^ Designed and envisioned in 2009. Fully realized in the middle of the PS4 life-cycle & onwards, ie. Today.

Another example of how Async Compute can be use to increase rendering efficiency:

http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/

Slide 80 onwards.

Shader utilization isn't the only benefit of Multi-Engine APIs such as DX12/Vulkan.
 
Feb 19, 2009
10,457
10
76
It's funny how the propaganda falls apart when probed, right?

Yeah, like yours and your ilk.

More info here, about the Multi-Engine design and how it can be used to put Rasterizers & DMAs to work in parallel with Shaders, at GDC.

https://youtu.be/H1L4iLIU9xU?t=15m8s

These info are in the public domain, if people choose to be ignorant and keep on repeating the same fud & misinformation on this topic, well, you can bring a horse to water... but getting it to drink...
 
Apr 30, 2016
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0
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Im curious. What are some of the things that the ROP can do in parallel given that their fundamental functionality is to grab the pixel/texel data (which again comes from the front-end of the graphics pipeline), blending (maths) them into the final pixel value and writing them back into the memory for display?

DMAs? direct memory access for what graphics operations?

https://twitter.com/idsoftwaretiago/status/738427826089512965

I'd assume DMA's to speed up MegaTexture/texture streaming

I don't have an informed view/opinion of how game engines/GPUs work, so I'm just as curious as you are , hopefully someone answers in detail.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
1,018
91
It's not even propaganda. He doesn't really know what he's talking about. Perhaps he thinks modern games spend half of the frame time blitting stuff around.

Guess all the games that gain FPS when utilizing async compute are just imaginary right? There are already huge gains in this game now as well, funny how the Nvidia fanboy argument goes from "Async is useless" to "Async is awesome and Nvidia supports it now (for real this time, we swear!)" and back every time Nvidia is caught not actually supporting it.
 

Piroko

Senior member
Jan 10, 2013
905
79
91
Im curious. What are some of the things that the ROP can do in parallel ...
I'm curious as well. Did it not occur to you that the better question would be "What are some of the things that the ROPs and Shaders can do in parallel?". Not trying to attack you, just pointing out how easy it is to misquote people and be an unintentional flamebait (as what happened).
 

faseman

Member
May 8, 2009
48
12
76
Just got back home and installed the new patch, and holy shit, my Fury gains around 50% in certain scene, general perf increase is around 40%. Again, holy shit.

http://imgur.com/a/Ah02x

Edit: I forgot to turn off Vsync. Without Vsync, my Fury gains another 7fps, awesome. Here's the new screenshots: http://imgur.com/a/yGBpD

Thanks for posting. Huge gains for free.

Your second link doesn't work for me.
 
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