Forbes: 'Gears of War: Ultimate Edition' On PC Is A Disaster For AMD Radeon Gamers

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monstercameron

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Feb 12, 2013
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That's what happens when you take your original code using an old version of UE3 and try to staple DX12 on.
That's one thing but zoomed out, it just seems like much more work to use ue3 then rewrite the renderer than to just use ue4...I'm no software dev but this just seems so that impractical.
 
Feb 19, 2009
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Will be real interesting to see if Quantum Break has similar issues. Could be some where along the way the "DX12 on console to PC port be so easy" meme broke.

Is Quantum Break using any GameWorks?

This title has NV HBAO+ tacked onto it and it's either on/off, no other normal AO implementation.

http://www.geforce.com/whats-new/ar...r-ultimate-edition-game-ready-driver-released

PC edition's graphical fidelity is improved through the introduction of NVIDIA HBAO+ Ambient Occlusion shadowing.

You know it's bad when the actual developers are telling radeon users to disable AO to fix issues, so they actually are fully aware, what's gimping AMD GPUs is the NV HBAO+ code.

As for issues with Fiji, it seems to be a repeating theme. Fiji stuttered badly in Rise of Tomb Raider before AMD could optimize their drivers (16.1.1), while other GCN had no issues.

I suspect HBM requires specific memory optimization that differs greatly to GDDR5, timings and allocations, because each stack has it's own MC slice.
 

Bacon1

Diamond Member
Feb 14, 2016
3,430
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Is Quantum Break using any GameWorks?

This title has NV HBAO+ tacked onto it and it's either on/off, no other normal AO implementation.

http://www.geforce.com/whats-new/ar...r-ultimate-edition-game-ready-driver-released



You know it's bad when the actual developers are telling radeon users to disable AO to fix issues, so they actually are fully aware, what's gimping AMD GPUs is the NV HBAO+ code.

Yep pretty sad, has there been a single game that gameworks hasn't caused issues at launch? Even Tomb Raider HBAO+ took a much bigger hit than BTAO ("On") even without being able to use async compute since its DX11.

As for issues with Fiji, it seems to be a repeating theme. Fiji stuttered badly in Rise of Tomb Raider before AMD could optimize their drivers (16.1.1), while other GCN had no issues.

I suspect HBM requires specific memory optimization that differs greatly to GDDR5, timings and allocations, because each stack has it's own MC slice.

Yep, its probably because they are just puking all the textures into RAM even though they aren't needed. HBM uses system memory to swap out textures and can basically be "unlimited" size, but needs a driver update to help that. Most textures aren't needed at once yet modern games just load them all instead of optimizing for the ones that are actually needed. Thats how we've ended up going from 512mb -> 12GB cards in the last few years without that much of an actual IQ upgrade. I remember using my 8800 GTS 640mb in Crysis and now a game with that IQ level would take 4+GB due to loading all up front.

"You're not limited in this world to any number of stacks, but from a capacity point of view, this generation-one HBM, each DRAM is a two-gigabit DRAM, so yeah, if you have four stacks you're limited to four gigabytes. You could build things with more stacks, you could build things with less stacks. Capacity of the frame buffer is just one of our concerns. There are many things you can do to utilise that capacity better. So if you have four stacks you're limited to four [gigabytes], but we don't really view that as a performance limitation from an AMD perspective."

"If you actually look at frame buffers and how efficient they are and how efficient the drivers are at managing capacities across the resolutions, you'll find that there's a lot that can be done. We do not see 4GB as a limitation that would cause performance bottlenecks. We just need to do a better job managing the capacities. We were getting free capacity, because with [GDDR5] in order to get more bandwidth we needed to make the memory system wider, so the capacities were increasing. As engineers, we always focus on where the bottleneck is. If you're getting capacity, you don't put as much effort into better utilising that capacity. 4GB is more than sufficient. We've had to go do a little bit of investment in order to better utilise the frame buffer, but we're not really seeing a frame buffer capacity [problem]. You'll be blown away by how much [capacity] is wasted."

- Joe Marci


http://arstechnica.co.uk/informatio...hbm-why-amds-high-bandwidth-memory-matters/2/
 

Snafuh

Member
Mar 16, 2015
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That's one thing but zoomed out, it just seems like much more work to use ue3 then rewrite the renderer than to just use ue4...I'm no software dev but this just seems so that impractical.

This way the could use the source code of the old game and had all gameplay elements in place. It's really hard to make a replica of a game in another engine without losing the original gameplay feel. With a UE4 version they would have had to rebuild everything. This way they could just replace elements.
 

railven

Diamond Member
Mar 25, 2010
6,604
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Is Quantum Break using any GameWorks?

This title has NV HBAO+ tacked onto it and it's either on/off, no other normal AO implementation.

http://www.geforce.com/whats-new/ar...r-ultimate-edition-game-ready-driver-released



You know it's bad when the actual developers are telling radeon users to disable AO to fix issues, so they actually are fully aware, what's gimping AMD GPUs is the NV HBAO+ code.

As for issues with Fiji, it seems to be a repeating theme. Fiji stuttered badly in Rise of Tomb Raider before AMD could optimize their drivers (16.1.1), while other GCN had no issues.

I suspect HBM requires specific memory optimization that differs greatly to GDDR5, timings and allocations, because each stack has it's own MC slice.

You do know one set of Radeons isn't experience the severity as another set of Radeons are?

You can blame Gameworks until you turn blue, wouldn't put it past you, but there is more to this otherwise all Radeons would be experiencing the same issues.
 
Feb 19, 2009
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You do know one set of Radeons isn't experience the severity as another set of Radeons are?

You can blame Gameworks until you turn blue, wouldn't put it past you, but there is more to this otherwise all Radeons would be experiencing the same issues.

What part of the actual developers of Gears of Wars, saying AO (which we now know, is NV HBAO+) is the feature causing issues with Radeons don't you understand?
 

Game_dev

Member
Mar 2, 2016
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This is AMD's inability to handle memory management in directx 12. They need to fix their drivers as usual.

Looks like people need to stop trolling as usual. Warning issued. -Shmee
 
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Shmee

Memory & Storage, Graphics Cards Mod Elite Member
Super Moderator
Sep 13, 2008
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The misleading title has been fixed to comply with rules, please keep this civil or it will be closed ASAP. -Shmee
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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This is AMD's inability to handle memory management in directx 12. They need to fix their drivers as usual.

Wrong, AMD has conformant DX12 drivers ...

It's very rare that non-standard behaviour occurrence is at the fault of the drivers as far as DX12 is concerned ...

It's Nvidia/developer that's at fault for the visual corruption with HBAO+ on AMD cards since they're the one's responsible for porting it to DX12 ...
 

Game_dev

Member
Mar 2, 2016
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Wrong, AMD has conformant DX12 drivers ... <br />
<br />
It's very rare that non-standard behaviour occurrence is at the fault of the drivers as far as DX12 is concerned ... <br />
<br />
It's Nvidia/developer that's at fault for the visual corruption with HBAO+ on AMD cards since they're the one's responsible for porting it to DX12 ...
<br />
<br />
This is the first major directx 12 release. So I don't know what you are basing your claims on.
 

Azix

Golden Member
Apr 18, 2014
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This is the first major directx 12 release. So I don't know what you are basing your claims on.

I would hesitate to call it that. Ashes at all its stages of release has been better. This is the first major conversion or something.
 
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ThatBuzzkiller

Golden Member
Nov 14, 2014
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This is the first major directx 12 release. So I don't know what you are basing your claims on.

It makes no difference what the app itself does, Microsoft hands out the conformance testing itself for every IHVs driver's implementation ...

What basis do you have to claim that this is an AMD driver issue ?

Maybe Nvidia should be the one to fix their buggy DX12 implementation of HBAO+ ...
 
Feb 19, 2009
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Where did the devs say that?

On the official forum.

https://gearsofwar.com/en-us/forums...es/9aa87281-98f1-4203-aed5-95ddb54420db/posts

There are visual issues with AMD graphics cards and the Ambient Occlusion setting, it is strongly recommended to turn this setting OFF.

They didn't mention it's NV's HBAO+, but NVIDIA had no problems mentioning it in their press release. heh

Go on, spin it if you wish. But when devs talk like that, it reminds me of CDPR and HairWorks gimping AMD performance. They said if you recall along the lines of "we can't do anything about that cos it's NV code, just turn it off"..

However, a few months later, they actually updated it with an optimized HairWorks in the patch notes. And they added sliders for it to lower tessellation factors for users. Good devs as they put in the effort to optimize NV's sloppy feature.
 
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railven

Diamond Member
Mar 25, 2010
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On the official forum.

https://gearsofwar.com/en-us/forums...es/9aa87281-98f1-4203-aed5-95ddb54420db/posts



They didn't mention it's NV's HBAO+, but NVIDIA had no problems mentioning it in their press release. heh

Interesting.

EDIT: To your edit:

I'm not spinning anything. This game is fubar'd. It's even having Windows Update issues. If this is all Gameworks fault, I'm sure you won't waste a minute to dance on it. That doesn't fix the other issues the game is having, on both sets of hardware.
 
Feb 19, 2009
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I just wanted to clarify what the devs said as one of the big issues with the game on AMD GPUs. There's other problems for sure.

Tacking on DX12 on such an ancient engine like UE3 is questionable to start with. I thought they went for a real remake, but yeah... Microsoft is actually not inspiring any faith at all in DX12 and their App Store so far.

Devs should seriously consider Vulkan if they haven't done so already. True cross-platform, not tied to Win10 and not tied to Microsoft's ecosystem.
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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I just wanted to clarify what the devs said as one of the big issues with the game on AMD GPUs. There's other problems for sure.

Tacking on DX12 on such an ancient engine like UE3 is questionable to start with. I thought they went for a real remake, but yeah... Microsoft is actually not inspiring any faith at all in DX12 and their App Store so far.

Devs should seriously consider Vulkan if they haven't done so already. True cross-platform, not tied to Win10 and not tied to Microsoft's ecosystem.

Then they don't get WDDM 2.0 or equivalents ...

If IHVs want to build their implementation around inferior display driver models then they can try so but quite a bit of the CPU reduction overhead comes from that ...

Vulkan is not an option on Apple systems so that leaves Android so regardless of who supports what APIs the engine developers have to support all relevant ones in the end ...
 

Ranulf

Platinum Member
Jul 18, 2001
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Somewhat related, as it could be issues with win10 and the app store, not just graphics drivers themselves causing problems with GoW, the pcper guys were talking about this on their podcast tonight.

http://www.pcper.com/reviews/Genera...up-Ashes-Singularity-DX12-and-Microsoft-Store

"Also, though maybe not as apparent, multi-GPU technologies like SLI and CrossFire will not work the same way they do today with MS app store games, even if they are not using DX12. Because the executable files are being sandboxed, much of the work that goes into properly doing AFR, including the many game specific tricks from each company, will be unusable. We knew that this new version of Direct X would require game developers to integrate their own multi-GPU workloads, but it seems that even if a game is using DX11 and is sold through the app store, the same requirement will apply."
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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Eh?
Vulkan is on top of WDDM, it is not a replacement for it.

https://twitter.com/repi/status/585573314669711361

I think you misunderstood, I knew Vulkan was on top of WDDM but like Johan Andersson I was promoting WDDM 2.0 over 1.x ...

Just because Vulkan isn't tied to a driver model doesn't mean it's the best idea to build around older driver model's, functionality and feature wise ...
 

Good_fella

Member
Feb 12, 2015
113
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Wrong, AMD has conformant DX12 drivers ...

It's very rare that non-standard behaviour occurrence is at the fault of the drivers as far as DX12 is concerned ...

It's Nvidia/developer that's at fault for the visual corruption with HBAO+ on AMD cards since they're the one's responsible for porting it to DX12 ...

Like it was AMD's fault for broken shadows in Dragon Age 2 with Nvidia cards?

On the official forum.

https://gearsofwar.com/en-us/forums...es/9aa87281-98f1-4203-aed5-95ddb54420db/posts



They didn't mention it's NV's HBAO+, but NVIDIA had no problems mentioning it in their press release. heh

Go on, spin it if you wish. But when devs talk like that, it reminds me of CDPR and HairWorks gimping AMD performance. They said if you recall along the lines of "we can't do anything about that cos it's NV code, just turn it off"..

However, a few months later, they actually updated it with an optimized HairWorks in the patch notes. And they added sliders for it to lower tessellation factors for users. Good devs as they put in the effort to optimize NV's sloppy feature.

This is visual issues caused by HBAO+ to you?

https://www.youtube.com/watch?v=XrI5KPXHkjo
 
Feb 19, 2009
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@Good_fella

Not according to me, according to the devs. If you have issue with that, take it up with their official forum.

In the meantime, stop pretending to know more than the makers of the game.
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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Like it was AMD's fault for broken shadows in Dragon Age 2 with Nvidia cards?

What you posted just makes Nvidia look bad since Dragon Age 2 wasn't even in the AMD Gaming Evolved program so bad comparison on your part ...

Nvidia must like having these sorts of non-standard behaviour especially in OpenGL cause the some of the AMD's issues are actually Nvidia's ...
 
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