Originally Posted by NightAntilli
Vega has been shown to get significant improvement by OC-ing the memory... So this might be true. Can be easily tested by anyone that has a Vega card with OC'd memory. We would have to look at the relative difference in performance increase between 1080p and 4k before and after OC of HBM.
It does. Depends on the application, type of workload, obviously. I tried it out in Blackwake (an odd-ball game, I know) and from 945 to 1050 gained 7% and 1100 gain 9%. Directly tied to GPU bound frame rate.
In relation to this specific PUBG benchmark I don't think any of Vega's features or specs play the limiting factor however.
Originally Posted by PontiacGTX Compare Fury X to 1060 at the same time Vega 64 vs 1080Ti in 1080/1440/4k
That is why I don't believe, in this
benchmark using the 17.8.1 drivers, that the game had been even rectified at this point by AMD. The deficit that the Radeon cards exhibit is not normal, especially at 4K. It's beyond horrible but
back in-line with the theoretical 'Fury on Overdrive' benchmarks given the GCN 1.3/4 vs. GCN 1.5 results from the Fury X to Vega 56. If Vega was using DSBR/PD or RPM you'd see the 64 do much better than sub-1070 at 4K.
Heck... if it was properly optimized for the game to begin with
you'd at least see the 64 bounce around the vanilla 1080 (all other deficits aside).
At the middle, 580/Fury X/390, we're seeing the horrible GPU optimization because they are being (unoptimized but regardlessly artificially) GPU limited. At the high end we're seeing NVIDIA run up against that CPU sided limitation and Vega go beyond because that API sided limitation simply does not apply so soon here for AMD.
It is interesting that you mention DSBR and discard Pontiac:
I think it may be possible that Vega is showing a ever so slight CPU boundary in some applications and this may be where the draw stream and discard features become useful - theoretically they should alleviate draw call boundaries when using DX11, shouldn't they? Given that they throw away tons of polygons, models and game assets - everything rendered on screen being an actual draw call. I could see how that could potentially impact Vega when a game is using the DX11 rendering path -- alleviate the rendering thread>push the cpu limitation forward & decrease rendering work and memory usage on the GPU side>double rate fp16 (RPM) to increase rendering throughputEdited by pengs - 10/5/17 at 11:18am