Flaws on Oxide

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jj109

Senior member
Dec 17, 2013
391
59
91
and yet you keep ignoring things like this:


http://www.slideshare.net/DICEStudio/directx-11-rendering-in-battlefield-3
https://twitter.com/repi


but you know honest representation of the situation isn't something your actually after right .


who cares if AMD DX11 isn't multi threaded when it doesn't actually buy you anything........

so NV supports DCL, so does frostbite and yet mantel still shows massive performance improvements above and beyond it....

When DICE made those slides, neither GPU brand supported DCL, but you know honest representation of the situation isn't something your actually after right .

In any case, "Mantel" only works for AMD cards which do not support DCL so Frostbite has to use manual threading token+replay which is much slower than native multithreading.
 

jj109

Senior member
Dec 17, 2013
391
59
91
Just wondering why you stick to the arbitrary number "300", surely, had it been directx optimized it could easily be 700% right? Or are you just making up numbers.

AMD claims a 300% improvement with Mantle in Star Swarm on a 4 core processor. We know that Mantle can use multiple render threads. We also know that DX 11 Star Swarm only uses 1 rendering thread. Do I need to keep spoonfeeding?
 

Imouto

Golden Member
Jul 6, 2011
1,241
2
81
When DICE made those slides, neither GPU brand supported DCL, but you know honest representation of the situation isn't something your actually after right .

In any case, "Mantel" only works for AMD cards which do not support DCL so Frostbite has to use manual threading token+replay which is much slower than native multithreading.

Repi said yesterday that DCL is fundamentally broken in DX.

Yesterday.
 

bepo

Member
Jul 29, 2013
36
0
66
This is a pretty poor demo. They invent a scenario where you use lots of draw calls but don't have anything to show for it. The flaw with this demo is you could achieve the same thing and even better with a more honest implementation using currently available technology (DX).

A good tech demo should showcase something that wasn't possible before and really amaze the audience. This falls woefully short.
 

BrightCandle

Diamond Member
Mar 15, 2007
4,762
0
76
A couple of things strike me as I took a look at this:
1) The benchmark range 10% faster if I turned SLI off. The average FPS rose as did the batches/MS. That is just weird. The benchmark is clearly CPU limited most of the time but at times its over 120 fps and pushing both cards along so why does it overall perform lower?
2) When the benchmark gets bogged down its with effects like explosions, shots and that individual per unit motion blur effect. It gets down to about 7 fps and when it does that the amount of multithreading effectively drops down to 2 cores (for me 13%) just like most other games tend to.
3) Even at its peak this thing only used about 30% of the CPU resources (4 cores), it never got better than that, despite the game reporting it was using 31 threads in all.

As I said when this was first introduced this is a blur technique that is very heavy on draw calls, but with minimal benefits to image quality compared to a more generally applied screen wise blur effect. The end result is a benchmark designed specifically to run well on Mantle by using an effect that is known to perform poorly on DX, but a similar quality of effect could be delivered with significantly less draw calls if it was implemented differently.

I wouldn't call it flawed quite, but SLI performing worse than not, the way in which it gets limited and what happens to the performance and the heavy cost of a single effect do limit its uses as a benchmark.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
I wouldn't call it flawed quite, but SLI performing worse than not, the way in which it gets limited and what happens to the performance and the heavy cost of a single effect do limit its uses as a benchmark.

Check if your drivers have SLI profiles and dedicated optimializations for Star Swarm.
 

Despoiler

Golden Member
Nov 10, 2007
1,966
770
136
We know that Mantle can use multiple render threads. We also know that DX 11 Star Swarm only uses 1 rendering thread. Do I need to keep spoonfeeding?

Really?
http://forums.elementalgame.com/451041/page/1/#3430478

Oxide's engine, Nitrous biggest advantage is that it is completely asynchronous in its rendering. The engine is not tied to a thread so the more cores you have, the faster it gets.

The biggest advantage of Mantle is that unlike DirectX, Mantle is truly multicore aware. With DirectX 11, more cores don't buy you nearly as much. That said, Nitrous, even on DirectX, is still two orders of magnitude faster than say a typical DirectX 9 engine.

A Mantle optimized game can show a massive performance gain depending on how many cores the user has on their CPU. Contrary to what I read on some forums, most games remain CPU or video driver bound (i.e. the GPU is waiting to be fed). Mantle lets you get a lot more stuff onto the GPU.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Repi said yesterday that DCL is fundamentally broken in DX.

Yesterday.

I'm sure Repi has forgotten more about programming than most (or any) of us here, but anyone that has a free thinking brain will find issues with that statement.

If DCL is fundamentally broken, why did it work in Civ 5? The last benchmark of Civ 5 on Anandtech was in the GTX 770 review, and you can see the GTX 780, the most CPU limited GPU, is nearly 50% ahead of the 7970 Ghz, despite being on average 20% faster:



Also, AC III was confirmed to use DCL, and likely AC IV does as well. NVidia has a large lead in that game, with a GTX 770 roughly equal to a 290x:



And then the biggest knock against Repi's statement, is that Project C.A.R.S has been confirmed to use DX11 multithreading. In fact, the entire renderer has been built around it. I think this game will finally give the technology some good press, because it's a really big next gen title.

So whilst Repi might claim the technology is broken, other developers have been, or are making use of it.
 

el etro

Golden Member
Jul 21, 2013
1,581
14
81
Also, AC III was confirmed to use DCL, and likely AC IV does as well. NVidia has a large lead in that game, with a GTX 770 roughly equal to a 290x:


This test was made day one of AC:IV

New drivers:



Very good, no more favors Nvidia.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136

MutantGith

Member
Aug 3, 2010
53
0
0

I think the issue with throwing out that series of quotes is that it is a PR interview piece, talking about the theoretical advantages of an, at that time, unreleased game engine.

Yet here we are with an actual application, which when you look at it from numerous angles functions in the real world like it is incredibly multi-core unaware, does not handle thread scheduling well, and in fact creates massive object and draw call overhead for an effect that looks worse than traditional techniques.

The reality of the software and the ideals set forth in that dated interview don't gel.

It should also be noted that in the same period of time, the engine went from being the core of a new, developmental engine for RTS and RPG games to being a canned time demo benchmarking application to hype Mantle features.

I think that the point is that the synchronous nature of those events is a bit suspicious.
 

tonyfreak215

Senior member
Nov 21, 2008
274
0
76
Can you disable cores? If so, maybe someone could run the benchmark with some core disabled and see how it responds.
 

Erenhardt

Diamond Member
Dec 1, 2012
3,251
105
101
I think the issue with throwing out that series of quotes is that it is a PR interview piece, talking about the theoretical advantages of an, at that time, unreleased game engine.

Yet here we are with an actual application, which when you look at it from numerous angles functions in the real world like it is incredibly multi-core unaware, does not handle thread scheduling well, and in fact creates massive object and draw call overhead for an effect that looks worse than traditional techniques.
From the technical standpoint, an engineer would not care even if the demo was random dots popping on the screen. All he cares is batch count and performance. Leave the 'looks' for the artists.

The reality of the software and the ideals set forth in that dated interview don't gel.

It should also be noted that in the same period of time, the engine went from being the core of a new, developmental engine for RTS and RPG games to being a canned time demo benchmarking application to hype Mantle features.

I think that the point is that the synchronous nature of those events is a bit suspicious.

it is not timed, and not canned. Try running it not in 'benchmark' mode
 

Imouto

Golden Member
Jul 6, 2011
1,241
2
81
So whilst Repi might claim the technology is broken, other developers have been, or are making use of it.

Nope, the fact that DCL is used in less games than PhysX is proof of its massive failure.

If Mantle is implemented in just 5 games this year it will get past DCL.

Just how broken is it to be ignored by developers left and right?
 
Last edited:

itsmydamnation

Platinum Member
Feb 6, 2011
2,863
3,413
136
When DICE made those slides, neither GPU brand supported DCL, but you know honest representation of the situation isn't something your actually after right .

before you try to be clever next time stop and actually look what was posted next time .

point one, frostbite implements DCL today, why isn't NV dominating AMD in the areas where mantel is showing massive gains
point two, the tweet where repi said DCL was broken was make a whole 2 days ago.

so nice try :whiste:

In any case, "Mantel" only works for AMD cards which do not support DCL so Frostbite has to use manual threading token+replay which is much slower than native multithreading.
o'rly.jpg answer point 1 then.
 

MutantGith

Member
Aug 3, 2010
53
0
0
From the technical standpoint, an engineer would not care even if the demo was random dots popping on the screen. All he cares is batch count and performance. Leave the 'looks' for the artists.



it is not timed, and not canned. Try running it not in 'benchmark' mode

While I understand that from a completely abstract point, the performance and design of the application doesn't necessarily need to impress with looks, I also think that if you are primarily trying to tout the graphical advantages of a new engine for game development there should be at least a tenuous relationship between the graphical fidelity offered and the performance price necessary to get there.

One could easily bring any computer to its knees with a sufficiently complicated simulation. The reason people don't do time dependent free-space field interaction dynamics calculations to compute each individual ion path in a fist sized ball of plasma for one of these games is because at the end of the day, you would have used up massive TFlops of computation, and end up with something that probably doesn't even look as 'real' as what a first year effects animator can slap together as an alpha channel based animation.

And while the software may be doing dynamic AI and interaction calculations on the fly, that shows what, exactly? As an early look at what a game might some day be able to do? Cool. But based on the timing and the amount of PR that surrounds this release, I have a hard time thinking that that is what most peope are either intending or taking away from this. This is designed, functionally, as a PR benchmark to show how amazing Mantle rendering is compared to DX 11. People trying to understand how and why that may be the case is a worthy exercise.
 

tonyfreak215

Senior member
Nov 21, 2008
274
0
76
And while the software may be doing dynamic AI and interaction calculations on the fly, that shows what, exactly? As an early look at what a game might some day be able to do? Cool. But based on the timing and the amount of PR that surrounds this release, I have a hard time thinking that that is what most peope are either intending or taking away from this. This is designed, functionally, as a PR benchmark to show how amazing Mantle rendering is compared to DX 11. People trying to understand how and why that may be the case is a worthy exercise.

That's the point. That "some day" is now; with Mantle. There is no more waiting. We can have that once Mantle is out.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
This looks the same for borderlands 1/2, batman and any other TWIMTBP title. Some call it concrete tessellation performance advantage

Driver command list is part of the DX11 specifications, and AMD has failed to implement it since DX11 first became available years ago.

It's going to come back and bite them in the rear when Project CARS launches later this year. That game will run much faster on NVidia hardware due to DCL support.
 

Carfax83

Diamond Member
Nov 1, 2010
6,841
1,536
136
Nope, the fact that DCL is used in less games than PhysX is proof of its massive failure.

If Mantle is implemented in just 5 games this year it will get past DCL.

Just how broken is it to be ignored by developers left and right?

I think the fact that AMD doesn't support it has more to do with it than anything. Plus, as others have mentioned, it took a long time before NVidia was able to actually implement it in their drivers, as it's apparently a very difficult thing to do properly.

As a matter of fact, they are still refining it.

But unlike Mantle, which is vendor specific, DCL is part of the DX11 specification. AMD has been unable to properly implement it since DX11 came out years ago, whether due to lack of resources or sheer incompetence is anyone's guess..

Anyway, it will come back to haunt them when Project CARS, the biggest next gen multiplatform racing game, is building their DX11 renderer around deferred context rendering which will result in much better performance on NVidia hardware.
 

MutantGith

Member
Aug 3, 2010
53
0
0
That's the point. That "some day" is now; with Mantle. There is no more waiting. We can have that once Mantle is out.

But we can't. The game doesn't really function, as a game. It does a fantastic job of throwing a huge number of objects up on the screen, but there is no benefit from those huge numbers of units outside of making the spectacle of it nicer. It doesn't appear that something is going on such that there is any benefit, or even practical manner, for you to individually control each individual fighter out of the thousands that might spawn per side. So all of those fighters and all of those calculations effectively end up working like a fighter wing in any other RTS game, except with more effective animation variety.

Again, maybe I am just being dense, and the fact that I have yet to use any of my four local systems that can get respectable frame rates on the thing. That may change this weekend when I get a chance to get back to my main gaming rig. At the moment though it seems to be designed to highlight a massive number of calculations that, depending on how the game is actually designed, could end up trivial in the long run, but at a huge hardware resource cost.
 

krumme

Diamond Member
Oct 9, 2009
5,956
1,595
136
To add to that every object has it's own independant "physics, AI, pathfinding, and threat assessment". That is down to the individual turrets on the capital ships.

That must be the flaw then?

Call oxide!
 

krumme

Diamond Member
Oct 9, 2009
5,956
1,595
136
I'm sure Repi has forgotten more about programming than most (or any) of us here, but anyone that has a free thinking brain will find issues with that statement.

If DCL is fundamentally broken, why did it work in Civ 5? The last benchmark of Civ 5 on Anandtech was in the GTX 770 review, and you can see the GTX 780, the most CPU limited GPU, is nearly 50% ahead of the 7970 Ghz, despite being on average 20% faster:



Also, AC III was confirmed to use DCL, and likely AC IV does as well. NVidia has a large lead in that game, with a GTX 770 roughly equal to a 290x:



And then the biggest knock against Repi's statement, is that Project C.A.R.S has been confirmed to use DX11 multithreading. In fact, the entire renderer has been built around it. I think this game will finally give the technology some good press, because it's a really big next gen title.

So whilst Repi might claim the technology is broken, other developers have been, or are making use of it.

So much money and years of development for so little effect on typically very stong 6c cpu. Perfectly illustrates the need for a new low level api. The oxide engine will show that and to a shocking degree.
 

tonyfreak215

Senior member
Nov 21, 2008
274
0
76
But we can't. The game doesn't really function, as a game. It does a fantastic job of throwing a huge number of objects up on the screen, but there is no benefit from those huge numbers of units outside of making the spectacle of it nicer. It doesn't appear that something is going on such that there is any benefit, or even practical manner, for you to individually control each individual fighter out of the thousands that might spawn per side. So all of those fighters and all of those calculations effectively end up working like a fighter wing in any other RTS game, except with more effective animation variety.

Again, maybe I am just being dense, and the fact that I have yet to use any of my four local systems that can get respectable frame rates on the thing. That may change this weekend when I get a chance to get back to my main gaming rig. At the moment though it seems to be designed to highlight a massive number of calculations that, depending on how the game is actually designed, could end up trivial in the long run, but at a huge hardware resource cost.

I sorta agree. It's just nice that with Mantle, we even have the option of having a game that vast. You never know what people could think of once you have the capability. Look at what happened with the Kinnect. It didn't work well on the Xbox, but there is a lot of neat homebrew that showed up.
 
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