Yeah, doesn't look like my dual R9 390's are going to really do me any good here...Looks like SLI is dead to the world.
Yeah, doesn't look like my dual R9 390's are going to really do me any good here...Looks like SLI is dead to the world.
If geometry is the problem, why is the 970 almost as bad as the 390?Digital Foundry's verdict is that the RX 480 is tied with the GTX 1060 on ultra settings without MSAA aside from potential asset streaming issues ...
Forza Horizon 3 is arguably a big step backwards compared to Forza Motorsport 6: Apex in terms of performance on AMD GPUs. Polaris microarchitecture got very lucky when AMD decided to increase geometry throughput at a whim ...
I'd say Forza Horizon 3 presents a good use case where DX12 doesn't help AMD much and that's in cases with extremely geometry limited scenarios where Nvidia has an advantage regardless ...
OoO raster (this needs to be exposed in DX12 soon), GPU compute cluster culling, async compute, triangle ordering, and these other sorts of optimizations are a god send for AMD GPUs when they are known to struggle a lot with geometry processing ...
If geometry is the problem, why is the 970 almost as bad as the 390?
If geometry is the problem, why is the 970 almost as bad as the 390?
You're right, it was much worse, but the 970 is still nowhere near the 480 or 1060, and it is better at geometry than 480.
My guess is that the devs had a 480 and a 1060 for testing and they only did QA for those archs and that we might see patches or driver updates fixing the 390 and 970.
Geometry processing IS an issue with AMD! Why else does Fiji get slaughtered by an RX 480 or a GTX 1060 ?! (Both of which have higher geometry performance.)
RX 480 and the Fury X feature the same ISA too so there's no difference to be had in the internal driver shader compiler either!
The RX 480 is the one with higher geometry performance than the 970 but the gap is just further enhanced with much higher compute power ...
AMD needs to learn that there's more to games than just pure compute performance and if they raise core counts on Vega without scaling geometry throughput then AMD is in for another tough time like they were for Fiji ...
It's great that AMD has lot's of influences in D3D12 and it's especially true if we take a look at the shader model 6 preview but AMD needs to start decisively winning in the current games badly with margins of around 5-10 % in the product range it's competing in ...
I'm not saying geometry isn't a problem on AMD, I am questioning whether it is the issue in this game.
The graph you linked shows it only winning by 10% and that benchmark is obviously affected by other factors as well.
http://www.hardware.fr/articles/951-8/performances-theoriques-geometrie.html
In these synthetics, for example, it is getting ripped by Pascal and Maxwell and it's barely above the 390, et. al.
The biggest gains come when there is a lot of geometry and MSAA is turned on. In DF's tests, MSAA is off.
This is something I have been wondering about. When people talk about geometry performance, they usually point to tessellation benchmarks. but geometry is not tied to that is it? Tessellation has its own separate bottleneck apart from polygons on screen, no?
IMO claiming a geomtry issue outside of tessellation in this game wouldn't make sense. Unless the trees and road are very high polygon. Is it known that the game uses heavy tessellation?
The game seems to have other issues besides that.
http://www.hardware.fr/articles/951-8/performances-theoriques-geometrie.html
that link from above seems to address more actual polygon performance, but how many polygons do actual games push realistically to hit a bottleneck?
Tons of games can hit geometry performance bottlenecks on AMD, believe it or not otherwise AMD wouldn't be advertising async compute gains so much. Filling a G-buffer, shadow map rendering, and depth only pre-passes are ALL highly dependent on geometry performance! These are rendering passes where Nvidia is KNOWN for excelling!
That does not follow. We should just wait and see what happens with the game in the future. Seems even people on 1070 GPUs are having issues.
Yes it does. One of the main reason AMD gains to much from Async. Compute is because their much larger geometry bottleneck gives them a larger window of opportunity to gain from running non geometry bound shaders.
so microsoft is allowing this and kronos is supporting this simply to cover up specifically AMDs issues?
Another website showing poor performance from pre-Polaris AMD GPUs in Forza Horizon 3. Fury X below RX 480 level, GTX 1060 faster than both:
Tessellation benchmarks do have some issues when extracting geometry performance
I hope AMD will bring a new driver soon for Hawaii/Fiji and not make an NVIDIA stunt with older GPUs.
4GB cards may fall off the cliffs, but somehow new gen Pascal 3GB cards are perfectly fine for most people. Could be Trump logic...There something that is VERY, VERY VRAM intensive at VHQ for sure.
Where are the 4GB VRAM defenders now??????? fist Deux ex, now this... 4GB is getting out of the high quality game petty fast.
There something that is VERY, VERY VRAM intensive at VHQ for sure.
Where are the 4GB VRAM defenders now??????? fist Deux ex, now this... 4GB is getting out of the high quality game petty fast.
Per the author of GameGPU, either the game and/or driver issue exists on AMD GPUs under VHQ. Performance is flying under HQ settings.
ComputerBase said:Away from the general problems have especially older GPUs from AMD are massively struggling with Forza Horizon 3. Polaris provides good results. Pascal Nvidia is the the best choice for Forza Horizon 3
Some day you ill have to realise that is just a myth, and Nvidia problems on old cards are mostly VRAM limited, not saying its the only issue, but lack of VRAM is playing a mayor role, same thing gona happen to old AMD cards if VRAM usage is forced to go up again, if 4GB is rendered useless for Ultra quality, you can forget about Furys, its gona fell faster than a 2GB GTX770.