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post #7411 of 7434 (permalink) Old 03-13-2019, 11:26 PM
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I've been applying undervoltage to my Asus Strix Vega 64 card for a few days. But I haven't found stable values. I think I'm misusing the process. I didn't get that.

1. I enter the wattman settings when the card is in a balanced profile.
2. I turn off the Chill feature.
3. I set the card to manual settings.
4. I make the power limit + 50%.
5. I am dropping P7 value from 1200 to 1100.
6. I reduce the P6 value from 1150 to 1050.
7. Set the HBM Memory Value to the same as P6 (1050).
8. I then do the Valley test and the Tomb Raider Benchmark test.
9. Up to this point no problem.
10. Then I continue to reduce P7 and P6 values.
11. I draw the memory value of HBM to the same level as P6.
12. I'm P6 and HBM Reduce memory to 1000Mv. When I lower the value of P7 to 1060Mv, the card crashes. Can't pass the test.

Can you help me?

I've been writing in forums for a few days but couldn't figure out this problem. I don't want to overclock my card. I just want to reduce the voltage and reduce the temperature as much as possible.

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post #7412 of 7434 (permalink) Old 03-14-2019, 06:48 AM
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Quote: Originally Posted by Maracus View Post
Just did a run on Superpostition at stock frequency and voltages and got 9011 score on 1080P High settings just so you can compare. With undervolt and overclock i get 9692, so again probably your CPU holding you back.
It isnt the CPU it is the thermal throttling of the card it reaches certain temp and the clock speed throttles to 1050-950mhz
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post #7413 of 7434 (permalink) Old 03-14-2019, 08:59 AM
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Quote: Originally Posted by PontiacGTX View Post
Hey Recently I got a RX Vega56 but benchmarked it against my R9 FURY and the score isnt that different also I notice the load clock isnt near the P7, I wonder what do I need to change to get near 1600mhz core clock in superposition?


Crank the fans and see if it still happens and then work down from there.

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post #7414 of 7434 (permalink) Old 03-14-2019, 09:14 AM
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Is this a batch number on our Vega's? Week '17 of year '18? Do other Vega owners also have such markings on their GPU's?
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ID:	259140  


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post #7415 of 7434 (permalink) Old 03-14-2019, 09:44 AM
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Quote: Originally Posted by PontiacGTX View Post
Hey Recently I got a RX Vega56 but benchmarked it against my R9 FURY and the score isnt that different also I notice the load clock isnt near the P7, I wonder what do I need to change to get near 1600mhz core clock in superposition?


Hello
Just for comparison, it's not a race.
My Vega 56 ref. (1500MHz actual)

(Google translator)
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post #7416 of 7434 (permalink) Old 03-15-2019, 06:52 AM
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Quote: Originally Posted by BTViolence View Post
Crank the fans and see if it still happens and then work down from there.
the fans were at 4800RPM and the score didnt improve at all


Quote: Originally Posted by Leons View Post
Hello
Just for comparison, it's not a race.
My Vega 56 ref. (1500MHz actual)

(Google translator)


let me try your settings

well I tried the same setting and it was the same I think should be my temperature

Last edited by PontiacGTX; 03-15-2019 at 08:07 AM.
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post #7417 of 7434 (permalink) Old 03-15-2019, 08:59 AM
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Neon Noir by Crytek (This Demo was rendered real-time using single RX Vega 56)

Crytek has released a new video demonstrating the results of a CRYENGINE research and development project.
Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games.

According to the press release, the Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing.
This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.

Neon Noir follows the journey of a police drone investigating a crime scene.
As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by,
or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces
utilizing CRYENGINE’s advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment,
neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.

Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic,
enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this
new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.

The experimental ray tracing feature simplifies and automates the rendering and content creation process to ensure that animated objects and changes in lighting are correctly reflected with a high level of detail in real-time.
This eliminates the known limitation of pre-baked cube maps and local screen space reflections when creating smooth surfaces like mirrors, and allows developers to create more realistic, consistent scenes.
To showcase the benefits of real time ray tracing, screen space reflections were not used in this demo.

PS.
IMhO ACE is the Key here ( & Compute is the magic word, because Raytrace is a form of Compute)
So we can have dedicated normal GPU workload + asynchronous raytrace compute at no cost.
We have ACE


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post #7418 of 7434 (permalink) Old 03-15-2019, 11:53 AM
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Quote: Originally Posted by Ne01 OnnA View Post
Neon Noir by Crytek (This Demo was rendered by RX Vega 56)

Crytek has released a new video demonstrating the results of a CRYENGINE research and development project.
Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games.

According to the press release, the Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing.
This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.

Neon Noir follows the journey of a police drone investigating a crime scene.
As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by,
or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces
utilizing CRYENGINE’s advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment,
neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.

Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic,
enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this
new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards
and supported APIs like Vulkan and DX12.

The experimental ray tracing feature simplifies and automates the rendering and content creation process to ensure that animated objects and changes in lighting are correctly reflected with a high level of detail in real-time.
This eliminates the known limitation of pre-baked cube maps and local screen space reflections when creating smooth surfaces like mirrors, and allows developers to create more realistic, consistent scenes.
To showcase the benefits of real time ray tracing, screen space reflections were not used in this demo.

https://youtu.be/1nqhkDm2_Tw
Can't wait to see the performance increase when RT cores are used.

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post #7419 of 7434 (permalink) Old 03-15-2019, 05:55 PM
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Just shows you how good AMD are at Ray tracing on current hardware.

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post #7420 of 7434 (permalink) Old 03-16-2019, 12:05 AM
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So we get ray tracing on Radeon?

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