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[Various] AMD Mantle release (BF4) - Page 111

post #1101 of 1174
I really really hope that Nvidia will have Mantle support in the future.

Friend tested this, he's now able to do 160% resolution scale on BF4 1080p lmaosmiley.gif (OC'd 7950 and 3570K). Mix of low and ultra settings.
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post #1102 of 1174
Quote:
Originally Posted by Seid Dark View Post

I really really hope that Nvidia will have Mantle support in the future.

Friend tested this, he's now able to do 160% resolution scale on BF4 1080p lmaosmiley.gif (OC'd 7950 and 3570K). Mix of low and ultra settings.

what? i only do 140% with the 290. maxed out though - DX11.redface.gif
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post #1103 of 1174
Quote:
Originally Posted by Seid Dark View Post

I really really hope that Nvidia will have Mantle support in the future.

Friend tested this, he's now able to do 160% resolution scale on BF4 1080p lmaosmiley.gif (OC'd 7950 and 3570K). Mix of low and ultra settings.

Nice
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post #1104 of 1174
So OCN, don't forget to report your Mantle issues here: www.amd.com/betareport

I just filed my report regarding the infamous stutter seen on the Mantle version of Battlefield 4.
post #1105 of 1174
Quote:
Originally Posted by bencher View Post

From the reviews I have seen. It is a gimmick.

A reviewer said it made no difference in gameplay. Just like I thought it would.

But then again I have not tried it myself.

proof.gif

plenty of biased tech "media" sources exist which are only in business because they receive money through legal forms of bribery.

Every person I know that tried it @ CES ordered one as soon as they got home.

Kyad is correct, it needs to become an industry standard. Hopefully Nvidia won't make the same mistakes as they have in the past. Oh imagine the horror of having two types of "g-sync" on the market, but nvidia has coded their drivers to only accept their proprietary version..

me want variable frame times + low level PC api.
Edited by skupples - 2/4/14 at 2:01pm
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post #1106 of 1174
Quote:
Originally Posted by SlackerITGuy View Post

So OCN, don't forget to report your Mantle issues here: www.amd.com/betareport

I just filed my report regarding the infamous stutter seen on the Mantle version of Battlefield 4.

This is what I always do with beta drivers.
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post #1107 of 1174
Quote:
Originally Posted by rdr09 View Post

what? i only do 140% with the 290. maxed out though - DX11.redface.gif
Yeah, but he has AO off, lighting and many other settings low, no MSAA etc. Basically max visibility settings for multiplayer. 160% is incredibly clear according to him, it's easier to spot enemies when jaggies are completely eliminated.
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post #1108 of 1174
So uh... This is what happens when you take the GPU "out of the equasion" by running at low settings in StarSwarm...

DirectX: Settings (Click to show)
Code:
===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\77kyle.HOME\Documents\Star Swarm\Output_14_02_04_1653.txt
Version 1.00
02/04/2014 16:53
===========================================================

== Hardware Configuration =================================
GPU:            AMD Radeon HD 7900 Series
CPU:            AuthenticAMD
                AMD FX(tm)-8320 Eight-Core Processor           
Physical Cores:                 4
Logical Cores:                  8
Physical Memory:                34335346688
Allocatable Memory:             8796092891136
===========================================================


== 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:                 0
Shading Samples:                8
Shade Quality:                  Mid
Deferred Contexts:              Disabled
Temporal AA Duration:           16
Temporal AA Time Slice:         8
Detailed Frame Info:            C:\Users\77kyle.HOME\Documents\Star Swarm\FrameDump_14_02_04_1653.csv
===========================================================
Code:
== Results ================================================
Test Duration:                  360 Seconds
Total Frames:                   5774

Average FPS:                    16.04
Average Unit Count:             3923
Maximum Unit Count:             5537
Average Batches/MS:             329.58
Maximum Batches/MS:             600.67
Average Batch Count:            20169
Maximum Batch Count:            33264
===========================================================

Mantle: Settings (Click to show)
Code:
===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\77kyle.HOME\Documents\Star Swarm\Output_14_02_04_1700.txt
Version 1.00
02/04/2014 17:00
===========================================================

== Hardware Configuration =================================
GPU:            AMD Radeon HD 7900 Series
CPU:            AuthenticAMD
                AMD FX(tm)-8320 Eight-Core Processor           
Physical Cores:                 4
Logical Cores:                  8
Physical Memory:                34335346688
Allocatable Memory:             8796092891136
===========================================================


== Configuration ==========================================
API:                            Mantle
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:                 0
Shading Samples:                8
Shade Quality:                  Mid
Deferred Contexts:              Disabled
Temporal AA Duration:           16
Temporal AA Time Slice:         8
Detailed Frame Info:            C:\Users\77kyle.HOME\Documents\Star Swarm\FrameDump_14_02_04_1700.csv
===========================================================
Code:
== Results ================================================
Test Duration:                  360 Seconds
Total Frames:                   30036

Average FPS:                    83.43
Average Unit Count:             4746
Maximum Unit Count:             5781
Average Batches/MS:             1767.85
Maximum Batches/MS:             3285.21
Average Batch Count:            21217
Maximum Batch Count:            32699
===========================================================

Or, you know, it would be out of the equation if I wasn't still GPU limited. Granted I only used one GPU (because I have no choice), but CPU still only got to like 70% while my 7990's first GPU was sitting at 99-100% usage the whole time.

So I overclocked my 7990 to the max it would do in CCC, which is 1100/1575 (from 1000/1500):

DirectX Overclock: Settings (Click to show)
Code:
===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\77kyle.HOME\Documents\Star Swarm\Output_14_02_04_1720.txt
Version 1.00
02/04/2014 17:20
===========================================================

== Hardware Configuration =================================
GPU:            AMD Radeon HD 7900 Series
CPU:            AuthenticAMD
                AMD FX(tm)-8320 Eight-Core Processor           
Physical Cores:                 4
Logical Cores:                  8
Physical Memory:                34335346688
Allocatable Memory:             8796092891136
===========================================================


== 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:                 0
Shading Samples:                8
Shade Quality:                  Mid
Deferred Contexts:              Disabled
Temporal AA Duration:           16
Temporal AA Time Slice:         8
Detailed Frame Info:            C:\Users\77kyle.HOME\Documents\Star Swarm\FrameDump_14_02_04_1720.csv
===========================================================
Code:
== Results ================================================
Test Duration:                  360 Seconds
Total Frames:                   5641

Average FPS:                    15.67
Average Unit Count:             3987
Maximum Unit Count:             5483
Average Batches/MS:             333.10
Maximum Batches/MS:             639.79
Average Batch Count:            20805
Maximum Batch Count:            33847
===========================================================

Mantle Overclock: Settings (Click to show)
Code:
===========================================================
Oxide Games
Star Swarm Stress Test - ©2013
C:\Users\77kyle.HOME\Documents\Star Swarm\Output_14_02_04_1728.txt
Version 1.00
02/04/2014 17:28
===========================================================

== Hardware Configuration =================================
GPU:            AMD Radeon HD 7900 Series
CPU:            AuthenticAMD
                AMD FX(tm)-8320 Eight-Core Processor           
Physical Cores:                 4
Logical Cores:                  8
Physical Memory:                34335346688
Allocatable Memory:             8796092891136
===========================================================


== Configuration ==========================================
API:                            Mantle
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:                 0
Shading Samples:                8
Shade Quality:                  Mid
Deferred Contexts:              Disabled
Temporal AA Duration:           16
Temporal AA Time Slice:         8
Detailed Frame Info:            C:\Users\77kyle.HOME\Documents\Star Swarm\FrameDump_14_02_04_1728.csv
===========================================================
Code:
== Results ================================================
Test Duration:                  360 Seconds
Total Frames:                   31341

Average FPS:                    87.06
Average Unit Count:             4888
Maximum Unit Count:             6006
Average Batches/MS:             1874.90
Maximum Batches/MS:             3315.85
Average Batch Count:            21532
Maximum Batch Count:            33651
===========================================================

Yup you guessed it, still CPU limited on DirectX and GPU limited on Mantle. Even with Mantle having more units both on average and maximum.

Now someone please make BF4 work in fullscreen for me, I'm begging you, I want to see the smooth frames. frown.gif
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post #1109 of 1174
Quote:
Originally Posted by SlackerITGuy View Post

So after a couple of full days using Mantle, I gotta say, for a completely new API and a completely new driver/driver model (remember guys the driver model for Mantle is completely different vs traditional APIs) it works surprisingly well, even in its current state.

Maybe I'm one of the few lucky ones without any system/game breaking issues (I haven't seen a single crash yet, no FPS drops, etc), I did however perform a complete system reinstall in preparation for Mantle (just that very same day luckily).

What I've noticed in the Battlefield 4 Mantle Build:

The good:

* Again, the smoothness is very noticeable, even at the same framerate vs Direct3D, you'll notice a smoother image, probably due to the tighter frame times.

* Frame rate remains robust/stable in complicated/heavy scenes. This is the big one for me, on a 64 player server, you won't see any performance loss in scenes where with Direct3D you would get a significant performance drop. 64 player servers now feel like 24/32 player servers.

The bad:

* The main one here is the severe stutter/freeze that happens maybe every ~3 min. Just like the ones we saw on the first live demo, when it happens you see a huge CPU spike in the Graph Overlay. Very distracting.

* Longer loading time when entering a server, after that all following maps will load just as fast as with Direct3D though. Maybe this is due to Mantle utilizing more resources than Direct3D? (VRAM and RAM usage is in fact higher in Mantle vs Direct3D).

* Still not optimized for most GCN cards. Even in its current state, the performance gains are pretty significant, but I would like to see how Mantle performs/feels when all GCN cards get fully optimized.

The more I play BF4 with Mantle enabled, the more it becomes clear to me that this is something that I would like see become the standard over time, as a former NVIDIA user (I had 3 NVIDIA cards on a row) I would definitely want to see support for NVIDIA GPUs in the future, it's noticeable superior to Direct3D.
Pretty much my experience. But like you said, they probably focused alot more on their new 290 cards then our fossils. Still though, i hope they get on the stutter thing ASAP, it's the only thing that keeps me from using mantle over DX11. There is very very high VRam usage with it, maybe that's the cause?
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post #1110 of 1174
Next person to bring up a discussion on Gsync/Freesync or about display port 1.3, will get banned from this thread and will give an infraction.
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