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AMD GPU Drivers: The Real Truth. - Page 45

post #441 of 454
Quote:
Originally Posted by mtcn77 View Post

Well, then don't... But why stop there? Let us leave everything stock and get a Fx-8150. Being selective about the operating system is ignorant, as well.
People hold onto your discourse! It is ignorant to overclock your system to its full potential.smile.gif





Though, can it pay Crysis? (Click to show)
Quote:
Originally Posted by mtcn77 View Post

Well, then don't... But why stop there? Let us leave everything stock and get a Fx-8150. Being selective about the operating system is ignorant, as well.
People hold onto your discourse! It is ignorant to overclock your system to its full potential.smile.gif





Though, can it pay Crysis? (Click to show)

I just sent this to AMD technical support. You obviously are too cheeky to recognize the context is DX11 drivers with extremely powerful GPU's. I know from upgrading several CPUs, including binned replacements that at high resolution, I was CPU BOUND. Professional reviewers arent gods, they are overgeneralizing, and this is only true for the majority of the userbase who have "peasant" graphics card configurations that never will see this bottleneck because they simply dont have the graphical rendering power period.

"I use a program called process lasso to manipulate how the thread scheduler operates. I wanted to know which core the AMD graphics driver uses as I know its only using one, so I can experiment with ways of improving CPU bottleneck performance at high resolution in DX11 on powerful graphics cards. Thanks."

As for mention of the operating system, enjoying that ram compression with 16gb+ 3000+ DDR4? Oh..... you werent aware it was leaching about 100 cycles, or a full multiplier of your CPU by using the latest build of windows 10? Good luck disabling it. You have to decompile it first, and thats no longer possible as it runs in SAFE MODE. Microsoft technicians are also powerless to change it. I contacted them multiple times because it was once terminable through task scheduler, but no more. I ended up figuring out you need a different build. Different operating systems allow amd graphics drivers to be multithreaded magically? You must be very cognizant of the variables for why people who spend a lot of money on their computers are running into performance bottlenecks.

https://www.youtube.com/watch?v=rdc07vLkKBk
The video and thumbnail is outdated, and frankly its a lot of work to remaster with the updated content in the description. Most people are too lazy to do that kind of research, let alone spend several weeks putting together content for the community, which largely is too lazy as a whole to appreciate the effort done for it.

https://www.reddit.com/r/Amd/comments/3sm46y/we_should_really_get_amd_to_multithreaded_their/

http://techreport.com/news/8459/nvidia-graphics-drivers-to-go-multithreaded

"I monitor my CPU and GPU usage every game. It's pretty damn obvious it's being multi threaded. And I have never heard anyone, any website, any tech blog claim otherwise. Pretty sure you are wrong here man."
-Good guess but WRONG

Its the same thing with alien isolation and an i7. It can truly only use 4 cores at full capacity. You can split up the graphics driver from 1 thread instead of the games example being 4, across as many cores as you like. It wont run any faster. In fact, it will run SLOWER because it introduces something called cache CONTEXT SWITCHING.

DX11 allows for a a maximum of 2 threads to interact with the GPU(s). AMD drivers dont even take advantage of this. I noticed it with my GTX 980M on a much weaker notebook CPU. Its blatantly factual. I actually own both companies hardware, if you are too slow to have worked that out. Where are the moderators to cull the degenerate commentaries that serve no purpose other to insult the authors own intelligence?
Edited by Lucifer1945 - 8/12/16 at 5:19am
post #442 of 454
Quote:
Originally Posted by Lucifer1945 View Post


I just sent this to AMD technical support. You obviously are too cheeky to recognize the context is DX11 drivers with extremely powerful GPU's. I know from upgrading several CPUs, including binned replacements that at high resolution, I was CPU BOUND.

"I use a program called process lasso to manipulate how the thread scheduler operates. I wanted to know which core the AMD graphics driver uses as I know its only using one, so I can experiment with ways of improving CPU bottleneck performance at high resolution in DX11 on powerful graphics cards. Thanks."

As for mention of the operating system, enjoying that ram compression with 16gb+ 3000+ DDR4? Oh..... you werent aware it was leaching about 100 cycles, or a full multiplier of your CPU by using the latest build of windows 10? Different operating systems allow amd graphics drivers to be multithreaded magically? You must be very cognizant of the variables for why people who spend a lot of money on their computers are running into performance bottlenecks.

https://www.youtube.com/watch?v=rdc07vLkKBk
The video and thumbnail is outdated, and frankly its a lot of work to remaster with the updated content in the description. Most people are too lazy to do that kind of research, let alone spend several weeks putting together content for the community, which largely is too lazy as a whole to appreciate the effort done for it.

https://www.reddit.com/r/Amd/comments/3sm46y/we_should_really_get_amd_to_multithreaded_their/
Why wouldn't you criticize your Intel cpu, or your preferred edition of Microsoft Windows Operating System, then? Obviously, they are as much part of the system you are running. Ram? SSDs? Especially, the software out of which you are expecting a high performance?
This thread exists to verify such skewed opinion pieces. As it happens, your system performance can only be held back by a video driver and don't forget: you are ignorant if you do not confirm my PoV.rolleyes.gif
Edited by mtcn77 - 8/12/16 at 5:21am
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post #443 of 454
"Why wouldn't you criticize your Intel cpu"

Because intel doesnt write the limitations of the AMD direct x 11 driver, or microsofts API?

"or your preferred edition of Microsoft Windows Operating System, then?"

Because obviously this variable is consistent across all operating systems the AMD DX11 driver is built to run with?

"Obviously"

Has it ever occurred to you "low IQ" sounds just like : "Like you"?

"they are as much part of the system you are running. Ram? SSDs? Especially, the software out of which you are expecting a high performance?"

I see you are confused. I think you need more advanced courtship of mouse and keyboard than I am willing to give after a certain point explaining something so simple to you.

"This threads exists to verify such skewed opinion pieces."

All facts are opinions. 1+1=Interpretation. The reply from AMD I will receive is an opinion too.

"As it happens, your system performance can only be held back by a video driver"

This is a straw man fallacy. Its cute how I upgraded several CPUs and got different results, posted about it, and you still reply with this questionable troll piece.

"and don't forget: you are ignorant if you do not confirm my PoV.rolleyes.gif"

:.)
post #444 of 454
This post has been edited by the architect of the matrix from its original state of intensity. Thank you.
Edited by Lucifer1945 - 8/12/16 at 11:24am
post #445 of 454
Quote:
Originally Posted by Lucifer1945 View Post

"Why wouldn't you criticize your Intel cpu"

Because intel doesnt write the limitations of the AMD direct x 11 driver, or microsofts API?

"or your preferred edition of Microsoft Windows Operating System, then?"

Because obviously this variable is consistent across all operating systems the AMD DX11 driver is built to run with?

"Obviously"

Has it ever occurred to you "low IQ" sounds just like : "Like you"?

"they are as much part of the system you are running. Ram? SSDs? Especially, the software out of which you are expecting a high performance?"

I see you are confused. I think you need more advanced courtship of mouse and keyboard than I am willing to give after a certain point explaining something so simple to you.

"This threads exists to verify such skewed opinion pieces."

All facts are opinions. 1+1=Interpretation. The reply from AMD I will receive is an opinion too.

"As it happens, your system performance can only be held back by a video driver"

This is a straw man fallacy. Its cute how I upgraded several CPUs and got different results, posted about it, and you still reply with this questionable troll piece.

"and don't forget: you are ignorant if you do not confirm my PoV.rolleyes.gif"

:.)
Thank you for the introduction to Directx 11. Richard Huddy did that, what... 7 years ago? It is interesting how you are vocal about a problem that already has an elegant solution... But hold on: that doesn't fit with the narrative, so let us sweep it under the rug and come up with our own summary!
Quote:
"Farewell to DirectX?" - Article date: 16th March 2011
'It can vary from almost nothing at all to a huge overhead,' says Huddy. 'If you're just rendering a screen full of pixels which are not terribly complicated, then typically a PC will do just as good a job as a console. These days we have so much horsepower on PCs that on high-resolutions you see some pretty extraordinary-looking PC games, but one of the things that you don't see in PC gaming inside the software architecture is the kind of stuff that we see on consoles all the time.

On consoles, you can draw maybe 10,000 or 20,000 chunks of geometry in a frame, and you can do that at 30-60fps. On a PC, you can't typically draw more than 2-3,000 without getting into trouble with performance, and that's quite surprising - the PC can actually show you only a tenth of the performance if you need a separate batch for each draw call.

Farewell to DirectX? The DirectX Performance Overhead
DirectX supports instancing, meaning that several trees can be drawn as easily as a single tree. However, Huddy says this isn't still enough to compete with the number of draw calls possible on consoles

Now the PC software architecture – DirectX – has been kind of bent into shape to try to accommodate more and more of the batch calls in a sneaky kind of way. There are the multi-threaded display lists, which come up in DirectX 11 – that helps, but unsurprisingly it only gives you a factor of two at the very best, from what we've seen. And we also support instancing, which means that if you're going to draw a crate, you can actually draw ten crates just as fast as far as DirectX is concerned.

But it's still very hard to throw tremendous variety into a PC game. If you want each of your draw calls to be a bit different, then you can't get over about 2-3,000 draw calls typically - and certainly a maximum amount of 5,000. Games developers definitely have a need for that. Console games often use 10-20,000 draw calls per frame, and that's an easier way to let the artist's vision shine through.'

'Wrapping it up in a software layer gives you safety and security,' says Huddy, 'but it unfortunately tends to rob you of quite a lot of the performance, and most importantly it robs you of the opportunity to innovate.'
[Source]
Edited by mtcn77 - 8/12/16 at 5:53am
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post #446 of 454
Quote:
Originally Posted by mtcn77 View Post

Thank you for the introduction to Directx 11. Richard Huddy did that, what... 7 years ago? It is interesting how you are vocal about a problem that already has an elegant solution... But hold on: that doesn't fit with the narrative, so let us sweep it under the rug and come up with our own summary!
[Source]

You have in one submission patched all direct x 11 titles that currently are relevant. Thanks man. Now I dont have to play witcher 3 on PS4 to realize above 2k resolutions over 75fps.
post #447 of 454
Quote:
Originally Posted by Lucifer1945 View Post

You have in one submission patched all direct x 11 titles that currently are relevant. Thanks man. Now I dont have to play witcher 3 on PS4 to realize above 2k resolutions over 75fps.
I like the grinding in old titles, too. Though, I cannot justify the repetitiveness. PCMR zombies would understand. It is consoles' fault.
Quote:
'The funny thing about introducing shaders into games in 2002,' says Huddy, 'was that we expected that to create more visual variety in games, but actually people typically used shaders in the most obvious way. That means that they've used shaders to converge visually, and lots of games have the same kind of look and feel to them these days on the PC. If we drop the API, then people really can render everything they can imagine, not what they can see – and we'll probably see more visual innovation in that kind of situation.'
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post #448 of 454
Quote:
Originally Posted by Lucifer1945 View Post

You have in one submission patched all direct x 11 titles that currently are relevant. Thanks man. Now I dont have to play witcher 3 on PS4 to realize above 2k resolutions over 75fps.

You should not even be touching Witcher 3 till you have read the books tongue.gif.
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post #449 of 454
I still use my FX-8150 at stock with an overclocked 290X, runs well-made games just fine, Don't need more than 60FPS because quite frankly; running 4k over 60 is utterly stupid.
That being said, the games that require multiple hundreds of FPS to account for their crappy input handling will run fine at 300+ anyway, unless I enable x8EQ SSAA as well as 4k...

What actually makes a game CPU-bound however is not so much the render API, but how the render pipe is designed. Ideally the engine should handle pre-render calculations on separate threads, and leave the render thread purely to pull a call from a stack and push to the GPU. But many games don't do this and as such waste time by doing the calculation > firing the draw call > waiting > go to next calculation, wasting a huge amount of CPU time especially as the calculations and calls get more complex.

Additionally, the performance between DX11 and OpenGL are literally identical, they both follow the exact same rules and as such the driver does the same things for both. Only real difference is the order and orientation of the mathematics in either, and if a game ends up needing additional calculations for one of the APIs then it'll appear slower than the other.

Also, any form of GPU "usage" % is not actually a representation of how much the GPU/s are being utilised, it's purely draw call active time.


I can also draw 100,000 objects on-screen perfectly fine.
   
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post #450 of 454
You also need SW like process hacker to see CPU bottleneck, CPU usage is not accurate because of Windows scheduler
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