Raw performance looks fine, its all the lack of news on the features and zero acknowledgement that people play games other than the latest AAA games that get benchmarked and they need to run well too. Not to mention all the bugs, if I buy an AMD card I can guarantee based on history something weird will happen for the life of the card, it always has for the past 20+ years, I haven't yet had a clean experience with an ATI/AMD card and I have owned a bunch of them.
What I really need AMD to say and do is acknowledge how important a good customer experience is with their driver stack, how every game and API matter, that they understand that customer experience is reality and are now committing it to history for good. Then they can sell me a high priced card, until they do well its got to be a lot cheaper to be worth the risk.
Try that under Linux sometime. It's a different song there thanks to Mesa.
>opengl
Is not the most popular API, and AMD had, until recently, limited economic resources, which they mostly directed towards their CPU team and towards hardware. For their proprietary windows efforts, they needed laser focus on what's most important: The newest and most popular APIs.
There's money these days, and they multiplied the size of their driver team, but money spent on OpenGL would be indeed wasted, as there's a pretty compelling solution for this API from the Mesa guys, in the form of an opengl implementation that's on top of Vulkan: Zink.
I expect future GPUs and drivers (for all platforms) to absolutely not bother with opengl and simply ship Zink instead.
https://devblogs.microsoft.com/directx/in-the-works-opencl-a...
I'm really not finding anything that supports this claim, can you substantiate it? I see scattered sub-60fps reports in Minecraft for both Nvidia & AMD. It seems to just be a "minecraft's engine is shit" thing, not an AMD thing?
But I'm not seeing any actual comparisons or head-to-heads or anything showing AMD in particular is struggling with Minecraft in particular. This unknown quality benchmark is the only thing I'm finding for Minecraft: https://www.gpucheck.com/game-gpu/minecraft/amd-radeon-rx-57... and it's definitely not struggling to hit 500 fps numbers at 1080p, either.
And other OpenGL games & apps are not showing any severe AMD issues, although the only significant sample of those are on Linux so that also has a different OS, so there certainly doesn't appear to be anything systemically wrong with AMD's OpenGL as you're claiming. Unless for some reason they just never brought over the way better Linux OpenGL driver to Windows, which would be highly unexpected & definitely something that needs evidence to support.
> zero acknowledgement that people play games other than the latest AAA games
This is just completely false and seems to just be because your pet peeve is Minecraft in particular? Both Nvidia & AMD discuss popular games not just the latest AAA games. Usually in their latency section, since that's where it comes up as more relevant (esports games), but it's definitely not an ignored category entirely.
(Which is not the case for RADV, the Vulkan implementation)
When you're using AMD or Nvidia's proprietary drivers, which are way faster, then you're not using anything interesting from Mesa.
EDIT: Also Mesa's open source Radeon driver came from AMD.
Haha, no.
The driver bugs are what I'm most worried about though. I remember when I got a 4670 in 2008 there was a cursor corruption bug (google it, it's common) and if you didn't shake the mouse enough for it to fix itself it'd crash. Then I built a new PC with a 5770 and I still had it. Later a new PC with a 6950 and still had it. Then 2x280X and still had it. It even occurred on Linux once. Then I went Nvidia for a few generations and it seems AMD finally fixed it. It seems fixed now (maybe because of new hardware) based on internet searches but from 2008-2015 the bug was there. And this is just one example of things.
Not that Nvidia drivers have ever been perfect but I never ran into this kind of shit so often for so long on their cards. Hopefully I don't end up regretting the 6900 XT because of it.
This cursor corruption bug was ridiculous. I ended up not playing some games (I think Dota) because I would get this bug. I went with an Nvidia card as my next one because of that as well.
It's interesting how something that seems relatively minor could have such an impact on purchasing decisions.
You can see problems today like the mouse cursor not respecting Windows 10's night-shift color filter for the same reason.
This pointer not respecting night-shift hits the trifecta hat trick. There's a registry fix, of course, but the first time I saw it, I thought "huh, that's weird". How did this get out without somebody on the release train thinking to themselves the exact same thing?
But my simple 3400G based rig using the integrated Vega11 plays stock minecraft just fine @ 1440p and 20 chunk viewing distance with everything else set to max.
The old ICD interfaces that OpenGL drivers rely on, might not be around forever, and so far Windows doesn't support them in sandboxed processes.
Ironically, the exact opposite is the reason I use AMD on Linux. It "just works" without installing anything and everything is super stable, while Nvidia is a huge proprietary mess.
That, and Proton in Steam have made it possible to play some old favorite games as well as new titles with impressive performance.
I will say that real-time ray tracing has me at least considering one of those new cards...
this is also one of the mechanisms that Wayland is built on top of.
IMO, VRS (variable rate shading), which is in all major GPU providers (NVidia, AMD, and even Intel iGPUs / Xe), provides the "upscaling-ish" performance gains that we want for the next generation.
Its much harder to see the difference between native and VRS.
https://devblogs.microsoft.com/directx/variable-rate-shading...
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Its not a "competitive" feature, because everyone is doing it. But it basically accomplishes the same thing: carefully upscaling results (2x2 instead of 1x1) in locations where the gamer probably won't notice.
Care to explain more or have some good resources where I can learn about it by myself?
Because that's where the difference gets important. If I compare to my PS4 Pro, many games "look" better because they drive the UI at full native resolution while using checkerboard rendering to keep the framerate up. The same game on my 970GTX will chug, drop frames or have all the text and UI look blurry because I need to drop the resolution.
If DLSS 2.0 fixes this issue, it's a massive improvement.
DLSS 2.0 is a great addition to that field, but it's far from being the only good option here. AMD has also done some things in this area, too, like Radeon Boost which was the idea of dynamically reducing resolution in response to player inputs, with the idea being if you're sitting still-ish you're OK sacrificing FPS for better quality, but as soon as you start whipping about you want the FPS more. Game engines also do similar things, and combined with temporal upscaling & antialiasing are quite compelling.
DLSS is also a rather heavy computation, taking 1-2 ms per frame on high end GPUs. That's a serious amount of processing power to put into a display and doing so makes it exclusive for that use. On the GPU those tensor cores can be used for other tasks when they're not doing DLSS.
CUDA might be a bit tough. It's hard for an equivalent to catch on if everyone is doing CUDA. It's the chicken-and-egg problem. There's ROCm* if that matters.
Any chance AMD would hire some engineers to upstream rocm support into tensorflow/pytorch?
Software devs might consider it as a factor because they might want to play around with it, but for everyone else is a irrelevant feature.
Seriously. I have the RX 5700 XT and at least once a week the driver crashes with the same error on `dmesg`, with the only solution being to reboot the machine because the 5700 XT for some ungodly reason doesn't support software reset. I love the card and I feel like I got what I paid for in terms of performance, but the driver instability is absurd.
Watch Dogs Legion comes out tomorrow and I've been benchmarking it today, as have many others in the subreddit. DLSS is sometimes improving things but is also quite often leading to worse performance, especially if RTX is set to ultra. I have no idea if the issue is game specific or not but I'd be curious to know which games use it well.
In addition, my CPU seemed to be overheating and was likely throttled. I tracked the issue down to my new RTX 3090 which was dumping heat inside the case in a noticeable way.
I re-applied thermal paste to my CPU and replaced my watercooler fans (due to rattling) and I’ve improved fps by 15%.
The latest nvidia driver also increased fps by 12%.
Use case: iRacing on triple screens, it offloads the CPU, in a CPU limited title.
Meanwhile I'm loving my 3900XT Ryzen CPU.
- Driver stability. Nvidia is not perfect but the 5700 series was awful from AMD (had to return mine). They need to at least match Nvidia.
- DLSS. It started out as a gimmick but with DLSS 2.0 it's just 70%+ free performance improvement with the only downside being somewhat limited game support.
- Video Encoder. Nvidia's encoder has very high quality and is well supported by streaming and recording software. I wonder what sort of improvements the RX 6000 series has?
- CUDA, Tensor Cores, Ansel, etc. I don't really use these things but if I'm paying the same amount I want similar capabilities.
It's kinda crazy that they're using the same silicon in all three cards; the 6800 has 1/4 of the CUs disabled! It is a big chip for 7nm, though. AMD has said that availability won't be an issue (which could give them a leg up on Nvidia in the near term), but I do have to wonder about it.
The 80CU 6900XT was rumored months ago and there was a lot of speculation and incredulity about the memory system to feed all those cores. GDDR6X is Nvidia exclusive so some said a 512-bit bus, or HBM2, or even a combination of HBM and GDDR6. The big cache is an interesting solution, I'm curious how it'll perform. It makes sense in a gaming context where a lot of buffers and textures get reused over the course of a frame. I'm a bit worried about tail latency affecting the 99-percentile frame times which have a huge impact on the subjective experience of smoothness. Also bad for massively parallel compute work.