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[TweakTown] AMD has their own recommended CPUs for VR, because Oculus hates AMD - Page 3

post #21 of 467
If I recall FX-9590 have reasonably "good" single threaded performance due to their high clock speed?
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post #22 of 467
If the rift developers are doing their job right, they're targeting a fixed latency render chain, with a refresh synchronized framerate cap at the start of the chain and v-sync at the end. In this scenario, faster hardware, even if it isn't the bottleneck, means you can target lower latency or better graphics settings. Too much latency and you get motion sickness, even if the framerate is high.
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post #23 of 467
Quote:
Originally Posted by Cyro999 View Post

For those exact percentages, i was talking unlocked CPU (like a 6600k) against unlocked 8-threaded piledriver. The OC hack for locked intel CPU's messes with performance in some ways. That test also looks to be at least partially GPU bound? You can make Witcher 3 run way worse on those CPU's.
I remember hearing stuff about rendering 1 eye per GPU with such headsets. That might work well, but it doesn't adress the problem of your FPS being stuck 1.5x lower than you want it because of a CPU not being able to run the game at that FPS.
You mean like this?
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post #24 of 467
Quote:
Originally Posted by PostalTwinkie View Post

I wonder how much Intel has paid Oculus to do this crap.

As for the Intel v AMD in performance; AMD has shown to be well within about 10% of Intel offerings, without any dispute. That isn't enough to break VR.

Then again, my brother has had a DK2(3?) running on his rig with an FX-6300 just fine for some time now.

My thoughts exactly. We've seen in two games already that AMD can easily match Intel's i7's (8350 being between a 2500K/4670K and 2600K/3770K/4770K) as long as the engine makes good use of threads.

 

If the game doesn't make good use of threads then the fault lies with the developer and publisher, not AMD, as even Intel haven't chased IPC in years, it's all about efficiency and threading now and this is the future, the sooner developers realise and adapt the better.

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post #25 of 467
Quote:
Originally Posted by PostalTwinkie View Post

I wonder how much Intel has paid Oculus to do this crap.

As for the Intel v AMD in performance; AMD has shown to be well within about 10% of Intel offerings, without any dispute. That isn't enough to break VR.

Then again, my brother has had a DK2(3?) running on his rig with an FX-6300 just fine for some time now.

 

Exactly, thank you. That's a very concise version of what I was getting at.

     
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post #26 of 467
Quote:
You mean like this?

Glad you bring that up, i've specifically done a lot of x264 benchmarking. And yes, the OC hack does affect (reduce) performance in x264 (just for clarity, x264 is the encoder used by handbrake)

x264 is very highly multithreaded - like 99.9% parallel, which is way, way more than any game on the market or is even possible with dx12. See the practically perfect scaling onto 16 threads for the 5960x.

For x264 encoding, a 9590 at 5ghz and a 6600k at 4.5ghz have about the same speed, as parallelization isn't a concern at all.

That lack of parallelization (and amdahl's law*) lead to usually having those ~25-80% performance leads in games.

*https://en.wikipedia.org/wiki/Amdahl's_law
*https://www.youtube.com/watch?v=HwitUDD0B1A

Quote:
My thoughts exactly. We've seen in two games already that AMD can easily match Intel's i7's (8350 being between a 2500K/4670K and 2600K/3770K/4770K) as long as the engine makes good use of threads.

"Between a 5 year old i7 and a 2.5 year old i5" isn't "matching Intel's i7's". Falling between a 2500k and a 4670k means losing hard to a 6600k (i5). Those engines in particular that you speak of are the ones where i5 is about 20-40% faster than FX 8-thread and are some of the best threaded game engines. They're not the ones to be most concerned about - though they run worse on weaker CPU's, it's not as completely gamebreaking as some other games/engines.
Edited by Cyro999 - 2/15/16 at 8:05pm
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post #27 of 467
Quote:
Originally Posted by Master__Shake View Post



the only bench that matters.

occulus rift resolution is
so 2560x1440 is the best way to compare the 2

Looks like GPU or some other bottleneck? You don't really need much of a CPU to run games at 50-60fps, for most games. For clarity, it'd help this chart a lot if it included more powerful CPUs.

I've played a good number of games in my time that had a hard time staying above 70 fps at times on my previous FX setup, so that's that. (no clue about RTSs or MMOs, I don't really play these much)

edit: as for the 'make good use of threads' thing. That's going to be nice with Dx12, but can't 'make good use of threads' when draw calls are the major resource to compute, as these need to be sequential with Dx11 and prior. Now VR being new and exciting, I'd assume a lot of devs are just going to optimize for running as planned on the recommended hardware. Saving cost on actually doing the Dx12/Vulkan thing. That'd be unfortunate though.
Edited by Tivan - 2/15/16 at 8:08pm
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post #28 of 467
Quote:
Originally Posted by Liranan View Post

My thoughts exactly. We've seen in two games already that AMD can easily match Intel's i7's (8350 being between a 2500K/4670K and 2600K/3770K/4770K) as long as the engine makes good use of threads.

If the game doesn't make good use of threads then the fault lies with the developer and publisher, not AMD, as even Intel haven't chased IPC in years, it's all about efficiency and threading now and this is the future, the sooner developers realise and adapt the better.

Yup.

People need to get off AMD's ass, unless it is for a legit reason. Their CPU performance is much closer than the Marketing Gurus at Intel make people believe. Then again, not surprised, the SECOND commercial during Super Bowl 50 was an Intel commercial.

When was the last time anyone seen a commercial for an AMD product?
    
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post #29 of 467
Quote:
Their CPU performance is much closer than the Marketing Gurus at Intel make people believe.

In perfectly parallel workloads on mainstream systems, it is.

In games and other tasks, it's not at all close. We're well past the point where it's completely legitimate to recommend a certain CPU for running an unspecified range of games at 90fps minimums.

A 970/290 can always do that by simply turning down graphics. A CPU cannot.
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post #30 of 467
Quote:
Originally Posted by Kinaesthetic View Post

Biggest circlejerk post of the forum goes to.....?



You do realize why AMD CPUs aren't on the recommended specs. When you have to push the framerate and frametimes that are required for VR, AMD does not cut it at all. VR requires 90fps MINIMUM.

Given AMD's FX 8350 main issue with games is their lack of Single Threading performance, games using up to 3 cores ONLY while the FX 8350 do have 8 REAL Cores, also with DirectX huge overhead on AMD's architectures (Ironically, Nvidia GPUs work better on AMD CPUs) gone thanks to DirectX 12 greatly improving Multithreading AND Single thread performance on AMD processors (Can't do much for Intel for single thread performance as they are already very capable with API's overhead and the game code) and given the fact that a overclocked FX 9590 can even compete with Skylake Multithreading performance on anything other than the many times proven Biased Cinebench, (And most of the biased benchmarks out there that still use the Intel compiler More Info in the link below) I can see a solution for VR.


https://en.wikipedia.org/wiki/Intel_C%2B%2B_Compiler

VR works by creating 2 different images, both being rendered AT THE SAME TIME, almost like twins with tiny difference regarding the time they are rendered, by treating each rendering source as its own game and limiting them to 4 cores each, then AMD processors could have great success, the base game would of course need to be able to run on 4 cores before even thinking of going this route, but with DirectX 12 that shouldn't be an issue.

Given AMD's FX processor great Multithreading performance over DirectX I see no problem with them being capable enough for VR, given that VR is basically a game being Multi Rendered this could mean Amazing performance on parallel processing.
Edited by Dargonplay - 2/15/16 at 8:37pm
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