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[Anand] Fable Legends DX12 Benchmark Analysis - Page 9  

post #81 of 443
Looking good for AMD. Though I would like to see a comparison done again with overclocks applied to the cards. Say 1350-1400 on Maxwell cards and 1150-1200 (whatever is most attainable) on GCN based cards.
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post #82 of 443
Quote:
Originally Posted by raghu78 View Post

I don't think AMD had a choice. They are short on cash and they had to focus on Fiji and getting familiar with HBM and 2.5D stacking. I am hopeful that Raja Koduri can work his magic on GCN 2.0 with FINFET and HBM2. We need better competition against Nvidia as that will benefit consumers.

I also think AMD is just so invested in the GCN architecture in the current generation of consoles that they're unable to implement radical changes to the core design to their PC GPUs which would break the continuity that would possibly allow them to gain an advantage over NV when the games really start to take advantage of the architecture as console development starts extracting every single drop of performance from the PS4/X1 and low level APIs on the PC starts gaining ground and becomes more common. In effect they're riding out GCN with minor tweaks for a later benefit. The only problem for AMD is that their strategy for GCN may have taken longer than expected to bear fruit as they need more sales/revenues now more than ever.
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post #83 of 443
Quote:
Originally Posted by jologskyblues View Post

I wasn't replying you but I was just referring to a comparison of two competing gpus from the same generation where the disparity isn't really huge.

edit:
BTW, the 7970 was launched in January 2012. wink.gif
This 10% difference is coming up probably from the bandwith of the 680 and the lower memory size. Or maybe because the 7970 is better in computing. Dunno.
Quote:
Originally Posted by Mahigan View Post

The PC is DX12 now.

When the game releases, check out the performance when spells are casted in large battles... you'll see the difference I promise wink.gif

7:50 mins in:

I checked it, but i didn't quite understand. Is the game shown in the video using UE4 ? Sorry, i am a bit idiot today, so if you can explain it with simpler word, like Fable Legens UE4 was modified to support Async Compute and the game makes some use of it, or no the other way around , like this please smile.gif
Edited by ku4eto - 9/24/15 at 9:53am
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post #84 of 443
Quote:
Originally Posted by ku4eto View Post

This 10% difference is coming up probably from the bandwith of the 680 and the lower memory size. Or maybe because the 7970 is better in computing. Dunno.
I checked it, but i didn't quite understand. Is the game shown in the video using UE4 ? Sorry, i am a bit idiot today, so if you can explain it with simpler word, like Fable Legens UE4 was modified to support Async Compute and the game makes some use of it, or no the other way around , like this please smile.gif

Fable Legends uses a modified UE4 engine, true, but the support for Async Compute is in UE4 as well. The developer, who is speaking, is talking about Fable Legends. He's one of the main devs for Fable Legends. He's talking about how they made some use of Async Compute, in Fable Legends, and how it came with zero cost to performance for several tasks when using GCN.
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post #85 of 443
Quote:
Originally Posted by infranoia View Post

I don't deny your premise, Hawaii is shaping up to be the best GPU purchase of the last several years. But you may want to check that percentage, it's about 100% off.
https://youtu.be/VJ-qKucpQu8?t=8m0s

Then again, their engine supposedly doesn't have Async compute support yet for PC (it does however, for XB1). Regardless, there's plenty ways to impliment Async compute capabilities in an amount more manageable by Nvidia.
Quote:
Originally Posted by vloeibaarglas View Post

Very minimal to no a-sync in this game. I think we are still a year or two away from full flown async.

UE4 engine simply doesn't support it for PC yet.

https://docs.unrealengine.com/latest/INT/Programming/Rendering/ShaderDevelopment/AsyncCompute/index.html

Edited by Tivan - 9/24/15 at 10:02am
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post #86 of 443
Quote:
Originally Posted by Mahigan View Post

Fable Legends uses a modified UE4 engine, true, but the support for Async Compute is in UE4 as well. The developer, who is speaking, is talking about Fable Legends. He's one of the main devs for Fable Legends. He's talking about how they made some use of Async Compute, in Fable Legends, and how it came with zero cost to performance for several tasks when using GCN.
Thanks! I guess AC doesn't have big impact here, or because of AC the mid-range GPU's from AMD are having sure lead on the nVidia counterparts. I think i will first have to sleep, then try rereading the entire thread.
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post #87 of 443
Results are looking good on both sides. Far less overhead with DX12 on the AMD chips too. Great stuff. Hopefully DX12 is a big success for everyone.
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post #88 of 443
Quote:
Originally Posted by Tivan View Post

Then again, their engine supposedly doesn't have Async compute support yet for PC (it does however, for XB1).

Source? Because this is the Fable Engineering Lead, speaking at the PC Gamer Event at E3, discussing their reliance on async compute. There is no 'console' in this discussion.

[EDIT] Sorry, I saw your source there. I get it; you are referring solely to UE4 above. Bear in mind that the UE4 engine is open and extensible. The Fable Engine <> UE4.
Edited by infranoia - 9/24/15 at 10:15am
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post #89 of 443
Quote:
Originally Posted by Noufel View Post

We know now why AMD has rebranded its 290/X gpus but what i don't understand is why the fiji gpus don't show the same gains in dx 12 like hawaii did, we are seeing this in fable legends and we have seen this in AOTS.

Fiji is probably fill rate limited by it's 64 ROPs at this point...something I always thought would prove to be an issue.
Quote:
Originally Posted by ku4eto View Post

They were making a new memory controller, they weren't probably aware of such possible problem. Can't really predict it until tested.

They weren't aware that not improving ROP count at all over Hawaii while dramatically increasing the count/width of other functional units could possibly create a bottleneck? That's total nonsense.

Unless you think the AMD engineers that created Hawaii had no clue what they were doing, this was something easily foreseeable. It's certainly something every non-insider has been suspicious of since the original leaks stating 64 ROPs.

More likely, there was no room for more ROPs, or no time for the significant redesign they would require, and sacrificing in other areas to get them would have resulted in worse overall performance for the intended spectrum of Fiji's uses.
Quote:
Originally Posted by ZealotKi11er View Post

There seem to be some problem since Fury lineup does not seem to be more then 10% faster then 390X which should not be the case.

Fury X has the same theoretical maximum pixel fill rate as a stock 390X.

That it's faster in all other metrics, yet performance is barely better, strongly suggests the Fury X is ROP limited.
Quote:
Originally Posted by Mahigan View Post

Only time will tell but seeing an old R9 290x keeping up with nVIDIAs latest cards is most impressive no? That's with mild Async Compute usage as well. As more titles release this will become far more evident.

Indeed, and if I ever find a DX12 game I want to play before I'm compelled to replace my non-reference CFX 290Xs, they will probably prove to be a solid value for the $550 total I paid for both.
Quote:
Originally Posted by jologskyblues View Post

I guess that explains all the 300 series rebrands this year. Smart business move from AMD?

Necessity explains the rebrands, and it was always the only viable business move.
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post #90 of 443
@Blameless

You cant have more than 16 ROPs per compute engine. That's the limit of the current Gcn arch iirc.
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