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[AMD] Breakthrough Performance of “Zen” (Head to Head with Broadwell-E!) - Page 29

post #281 of 580
I have a sudden urge to throw myself - headfirst from an 8 story building.
     
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post #282 of 580
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Enabling shadows in a game like World of Warcraft is literally DOUBLING the draw calls, or TRIPLING IT if there are several light sources as they now implemented more complex lightning in late WoD patches, which is why performance tanks when enabling shadows.

This creates a tiny FPS drop - single digit percentage, in fact hard to measure because of framerate variance - when CPU limited. It supports literally the opposite of what you're saying
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post #283 of 580
Quote:
Originally Posted by Cyro999 View Post

This creates a tiny FPS drop - single digit percentage, in fact hard to measure because of framerate variance - when CPU limited. It supports literally the opposite of what you're saying, that the h

Not really, because if you are GPU limited with those options it means the drawcalls are being set to a low because there's no 500 players on screen each with 10 shields calling for draws on top of them and shadows being casted on 5 directions for each and every single one of those 50 Death Knights using undead army and their hundred of ghouls.

It's literally the API that's bottlenecking the draw calls on these scenarios.
post #284 of 580
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It's literally the API that's bottlenecking the draw calls on these scenarios.

API bottlenecks are CPU limited
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post #285 of 580
Quote:
Originally Posted by Cyro999 View Post

API bottlenecks are CPU limited, not GPU

If you're getting into that then YES, Drawcall bottlenecks can be called CPU bottleneck, it's just that the reason why the CPU it's bottlenecking is due to the API being unable to efficiently process high amounts of Drawcalls and not because the CPU IPC is not strong enough.
post #286 of 580
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If you're getting into that then YES, Drawcall bottlenecks can be called CPU bottleneck

I'm not CPU limited in this test

(and damn this is incredibly off topic)
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post #287 of 580
Quote:
Originally Posted by Cyro999 View Post

I'm not CPU limited in this test

Because the API can't feed enough drawcalls to the CPU before chocking itself, reduce the shadows and BOILA! less Drawcall chocking and more CPU feeding.
post #288 of 580
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Because the API can't feed enough drawcalls to the CPU before chocking itself.

Not what's happening if my GPU is going from 30% to 100% load with a setting toggle
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post #289 of 580
I looked at the OT twice to make sure if I didn't accidentally dropped into WoW official thread lol.
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post #290 of 580
Quote:
Originally Posted by Cyro999 View Post

Not what's happening if my GPU is going from 30% to 100% load with a setting toggle

This goes back to what I said before about Shadows having such a great impact on Drawcalls.

The reason your GPU load is being reduced from 100% to 30% is because when you enable shadows on Ashran for example, with 500 players fighting each other and maybe thousands of mobs the CPU just can't keep up feeding the GPU BECAUSE the API can't keep up feeding the CPU due to so many drawcalls chocking the pipeline, that's why you're not CPU bottlenecked and you're not GPU bottlenecked with both the CPU and GPU sitting at 30%, because the API is literally CHOKING.

That single toggle literally DOUBLES or TRIPLES the drawcalls of an scene, depending on assets and light sources.



That's literally all the draw calls DirectX 11 can handle before chocking into 1-5 FPS numbers in that specific test regardless of CPU and GPU, be it Single Thread or multithread, now compare that to DirectX 12 and it is a no brainer, World of Warcraft can actually reach those numbers within certain scenarios in Ashran, all of this would be fixed with DX12 so your CPU can be fed enough to feed your GPU and not sit at 30% usage, there's no bug with shadows on WoW, there's simply no way to fix something that's inherently ingrained into DirectX 11, shadows are draw calls, you enable that into WoW/Ashran and you'll feel it.
Edited by Dargonplay - 8/19/16 at 10:48pm
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