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AMD MANTLE Discussion Thread - Page 110

post #1091 of 2769
Quote:
Originally Posted by Durquavian View Post

Cant wait to see the mantle comparison.

I'm not good at waiting either....hitting F5 every couple of minutes and hoping the server doesn't crash when i hit download tongue.gif
 
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post #1092 of 2769
I can confirm leaked 13.35 and Mantle patch does work, at least with my unholy setup. Last night I was locked at 99% usage in BF4 with any OC I applied (all the way up to 1187). With those clocks FPS never stopped going up (topping out at 118-120FPS indoors and 70-99 outdoors) with zero bottleneck to be found. All this was on Ultra with 4X MSAA of course.

For reference sake I normally get about 70- 80% usage with Kaveri in said game with anywhere to 59 -80FPS and the card maxed out at about 1020Mhz no matter my clock. .

Keep in mind, I walk a lonely road these days that I expect none of you to follow me down. Considering the whole point of this maddening build flies in the face of any and all teachings those of us have learned from years of experience, and absolutely spits in the face of practicality.I freely admit, the entire point of my new build is to run a $189 APU with a water blocked, heavily over clocked $600 290X till said combination is somehow made viable by either sheer force of will, an AMD game plan so brilliant and subversive that litterally none of us saw it coming till it took over our beloved industry, or my own mental breakdown which will likely result in multiple tattoo's of the Chiquita Banana Lady all over my body while I move what's left of my mind to the Just Cause 2 Multiplayer universe to para jump forever till the day death welcomes me with it's sweet embrace and gentle yet still firm whispers.

Suffice to say, don't be like me kids. Don't be like Yawa.
Edited by yawa - 1/30/14 at 7:13pm
post #1093 of 2769
Quote:
Originally Posted by smartdroid View Post

From the preview they showed almost 60% with a 3960X and 2 R9 290X. That kindda sounds like BS smile.gif

So, I'll wait to see what happens when AMD final lets the drivers go...I have a 3930 and 3x7970. I'm wondering if its some sort of CPU v. GPU "horsepower" mis-match that gives the big improvements.
post #1094 of 2769
BTW, if (by chance) my FPS and GPU usage jump had nothing to do with Mantle ( I haven't been home since last night, so I was unaware how to test the console command thing to see) then this is easily the largest benefit for a single game I have ever seen in in something as common as a driver update, and I would argue something in this driver (maybe HSA) is working some voodoo magic on my once heavily bottlenecked system.
post #1095 of 2769
Quote:
Originally Posted by Dingleberrydad View Post

I'm wondering if its some sort of CPU v. GPU "horsepower" mis-match that gives the big improvements.

A good layman's article. It's all about keeping the beast fed.

http://arstechnica.com/gaming/2014/01/amd-almost-rolls-out-mantle-its-high-performance-alternative-to-direct3d-and-opengl/
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post #1096 of 2769
We should conform to a standard when running the Oxide Demo...

I ran the oxide test 4 times. With the settings mentioned above by SugarHell. Which is RTS:MB on & RTS: MB off. HT on/off. While the results are almost the same, the graphs from MSi-AB are pretty interesting. I'm also including fraps min/max dumps for a better idea.

All tests ran with a 4.8ghz 3930k, & tri-sli titans(gpu seems to not matter one bit)
Warning: Test #1 - RTS: MB OFF - HT OFF.! (Click to show)
Code:
Frames, Time (ms), Min, Max, Avg
  4984,    118982,  29, 135, 41.889
Code:
== Configuration ==========================================
API:                            DirectX
Scenario:                       ScenarioRTS.csv
User Input:                     Disabled
Resolution:                     1920x1080
Fullscreen:                     True
GameCore Update:                16.6 ms
Bloom Quality:                  High
PointLight Quality:             High
ToneCurve Quality:              High
Glare Overdraw:                 16
Shading Samples:                64
Shade Quality:                  Mid
Motion Blur Frame Time:         16
Motion Blur InterFrame Time:    2
Detailed Frame Info:            C:\Users\THE BEAST\Documents\Star Swarm\FrameDump_14_01_30_2347.csv
===========================================================


== Results ================================================
Test Duration:                  120 Seconds
Total Frames:                   5103

Average FPS:                    42.52
Average Unit Count:             3486
Maximum Unit Count:             5445
Average Batches/MS:             840.13
Maximum Batches/MS:             1397.63
Average Batch Count:            19026
Maximum Batch Count:            36637
===========================================================


Ok, so as you can see here. GPU usage is low, & CPU usage is also kinda low, fluctuating greatly, rarely hitting 99%, running on all 6 cores.

Warning: TEST #2 - RTS : MB ON - HT OFF (Click to show)
Code:
Frames, Time (ms), Min, Max, Avg
  1607,    119091,   6,  63, 13.494
Code:
== Configuration ==========================================
API:                            DirectX
Scenario:                       ScenarioRTS.csv
User Input:                     Disabled
Resolution:                     1920x1080
Fullscreen:                     True
GameCore Update:                16.6 ms
Bloom Quality:                  High
PointLight Quality:             High
ToneCurve Quality:              High
Glare Overdraw:                 16
Shading Samples:                64
Shade Quality:                  Mid
Motion Blur Frame Time:         16
Motion Blur InterFrame Time:    2
Detailed Frame Info:            C:\Users\THE BEAST\Documents\Star Swarm\FrameDump_14_01_30_2356.csv
===========================================================


== Results ================================================
Test Duration:                  120 Seconds
Total Frames:                   1727

Average FPS:                    14.38
Average Unit Count:             3401
Maximum Unit Count:             5542
Average Batches/MS:             1336.74
Maximum Batches/MS:             1682.49
Average Batch Count:            91791
Maximum Batch Count:            175239
===========================================================



Usage is pretty much the same, results with the special motion blur ON are staggeringly low.

Warning: TEST #3 - RTS: MB OFF - HT ON (Click to show)
Code:
Frames, Time (ms), Min, Max, Avg
  4686,    119372,  28, 133, 39.255
Code:
== Configuration ==========================================
API:                            DirectX
Scenario:                       ScenarioRTS.csv
User Input:                     Disabled
Resolution:                     1920x1080
Fullscreen:                     True
GameCore Update:                16.6 ms
Bloom Quality:                  High
PointLight Quality:             High
ToneCurve Quality:              High
Glare Overdraw:                 16
Shading Samples:                64
Shade Quality:                  Mid
Motion Blur Frame Time:         16
Motion Blur InterFrame Time:    2
Detailed Frame Info:            C:\Users\THE BEAST\Documents\Star Swarm\FrameDump_14_01_31_0011.csv
===========================================================


== Results ================================================
Test Duration:                  120 Seconds
Total Frames:                   4801

Average FPS:                    40.01
Average Unit Count:             3892
Maximum Unit Count:             5516
Average Batches/MS:             871.94
Maximum Batches/MS:             1397.60
Average Batch Count:            20868
Maximum Batch Count:            34877
===========================================================




So, as you can see the min/max are within margin of error when compared to test #1. The interesting thing here is that the bench is now only using three cores, & with much lower usage. I unfortunately forgot to flip on the threads in the hardware monitor, maybe some one with better understanding can explain why the engine would work this way, & the possible benefit. so sorry about that. Major derp. I will run them again tomorrow when it's not 1:00 AM. It may have been placebo effect, but I swear the visuals looked different with HT on. While it's a benchmark, it's not 100% canned. The runs were different looking every time. They start the same, but that's about it.

Warning: TEST #4 - RTS: MB ON - HT ON (Click to show)
Code:
Frames, Time (ms), Min, Max, Avg
  1676,    119746,   7,  85, 13.996
Code:
== Configuration ==========================================
API:                            DirectX
Scenario:                       ScenarioRTS.csv
User Input:                     Disabled
Resolution:                     1920x1080
Fullscreen:                     True
GameCore Update:                16.6 ms
Bloom Quality:                  High
PointLight Quality:             High
ToneCurve Quality:              High
Glare Overdraw:                 16
Shading Samples:                64
Shade Quality:                  Mid
Motion Blur Frame Time:         16
Motion Blur InterFrame Time:    2
Detailed Frame Info:            C:\Users\THE BEAST\Documents\Star Swarm\FrameDump_14_01_31_0016.csv
===========================================================


== Results ================================================
Test Duration:                  120 Seconds
Total Frames:                   1734

Average FPS:                    14.44
Average Unit Count:             3394
Maximum Unit Count:             5613
Average Batches/MS:             1327.49
Maximum Batches/MS:             1659.81
Average Batch Count:            91196
Maximum Batch Count:            171986
===========================================================




low GPU usage, & even lower CPU usage than running it with MB off, yet FPS is once again through the floor.

So, running these tests have left me with even more questions. Maybe some one can explain. Low FPS + Low GPU usage + low CPU usage = ???... Is this the limitations of d3d in the works? Iv'e never seen anything like this before. One thing is for sure, that motion blur is a serious ass kicker.

Also, before the "waaahhh qq off topic, go home nv fanboy" posts rain from the sky... I did this so we could have a direct comparison for before/after, & to also compare to the results shown above.
Edited by skupples - 1/30/14 at 9:57pm
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post #1097 of 2769
Update on AMD Catalyst 14.1 Mantle Driver release
Quote:
During the QA process, we identified an installation issue in AMD Catalyst 14.1 that renders it unsuitable for distribution for testing in your labs. We are testing a new build overnight and will update you on its status by mid-afternoon Eastern Standard Time on January 31. We apologize for the delay and appreciate your patience and understanding.
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post #1098 of 2769
Quote:
You have got to be kidding redface.gif
post #1099 of 2769
Quote:
Originally Posted by maarten12100 View Post

You have got to be kidding redface.gif

Unfortunate yes
 
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post #1100 of 2769
Install issue is probably the one that was in 13.30 and 13.35 where it gives you the wrong catylist version.
On mine it went from 13.12 then when installing 13.30 showed 13.11 the toshiba 13.35 also did the same even after a driver wipe.
BF4 was complaing about having a version older the 13.12 last night and today until I regedited the version number.
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