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Old 04-Jan-2012, 08:45   #2301
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Originally Posted by Silent_Buddha View Post
Really, you think the "majority" of people with a GTX 580, 6970, or future 7970 users are going to be at 1920x1200 or below?
WTH? All the graphs I've linked to have been 2560x1600 at least. I haven't played at a resolution below 2560x1600 in 3-4 years, so I wouldn't even comtemplate looking at graphs below that res.
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Old 04-Jan-2012, 12:25   #2302
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I'd say anyone spending money for a 580 or 6970 for playing games at 1920x1200 or lower is wasting their money.
I dunno about that, I pc game on a 65" tv so it's at 1920x1080 res with an NVidia 580. I'm considering a 7970 because it's not peak frame rates that concern me, I'm more interested in minimum and average frame rates. If a video card gives me 60fps all the time in all games with all features enabled then it's worth it to me. Of course your mileage may vary...
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Old 04-Jan-2012, 12:45   #2303
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Originally Posted by Silent_Buddha View Post

I'd say anyone spending money for a 580 or 6970 for playing games at 1920x1200 or lower is wasting their money.

Regards,
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Huh? There's already games that couldn't be maxed at that res with those cards...or at least will give it all it can handle. BF3, Crysis 2, regular Crysis (LOL) etc. Plus I'm sure the Metro games I'm less familiar with.
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Old 04-Jan-2012, 14:19   #2304
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Huh? There's already games that couldn't be maxed at that res with those cards...or at least will give it all it can handle. BF3, Crysis 2, regular Crysis (LOL) etc. Plus I'm sure the Metro games I'm less familiar with.
I game at 1920x1200 and 1920x1080 and a 580 is far from
overkill at either resolution.
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Old 04-Jan-2012, 14:41   #2305
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GPU clock 1000MHz
Memory Clock 1125MHz 128 bit
Performance ~6850 -5%
2GB

http://www.chiphell.com/forum.php?mo...=336310&page=1


AMD683D.1 = "CAPE VERDE XT"


The driver also mentioned AMD6838.1 = "CAPE VERDE XTX", which looks like the same GPU-device and not Pitcairn(which is 681x.x). A HD7790 with >1GHz and >5Gbps, in spite of theoretically limited IMC @125mm²?
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Old 04-Jan-2012, 14:43   #2306
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GCN's presentations indicated there were debug and interrupt instructions. Could this, coupled with the separate ACEs, allow compute kernels that can last for an indeterminate amount of time without fear of triggering a driver timeout? Can the CPU interrupt or switch out tasks, or query if a kernel is progressing?
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Old 04-Jan-2012, 16:53   #2307
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Although all the graphs in that say F1 2010 the top does actually say F1 2011 and the results do not appear to line up with the F1 2010 test in their 53 card roundup, which may suggest it is indeed F1 2011. In which case, we did notice late in the game that F1 2011 wasn't performing as expected (i.e. inline with F1 2011) but it was discovered after the initial driver.
Oh interesting. I couldn't see anything wrong with the scores other than being terribly cpu limited (with the HD7970 being virtually as fast in 2560x1440 with 8xAA compared to 1680x1050 with no AA). But if you can fix this cpu limitation to catch up with nvidia, all the better .
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Old 04-Jan-2012, 18:49   #2308
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They say at TPU that AMD might have cut the prices of HD 7970 to their partners. Would be great if it translated into lower prices towards end customers as well.
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Old 04-Jan-2012, 18:51   #2309
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donanimhaber suggest a price drop to $475 FOB. Retail price is still unknown.

Last edited by ECH; 04-Jan-2012 at 20:10.
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Old 05-Jan-2012, 00:30   #2310
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I took a look at AESEncryptDecrypt as used in Anandtech's HD7970 review. I suspect that the test was just run for a single iteration and that 1-time costs and/or power management hindered HD7970 performance. With an 8192x8192 image, AESEncryptDecrypt on HD7970 took 315ms. Yet when I ran the test for 10 loops ("-i 10" parameter), the average time was 171ms per iteration. For comparison, GTX580 took 239ms and 227ms per iteration for 1 and 10 iterations, respectively.
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Old 05-Jan-2012, 01:27   #2311
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Originally Posted by OpenGL guy View Post
I took a look at AESEncryptDecrypt as used in Anandtech's HD7970 review. I suspect that the test was just run for a single iteration and that 1-time costs and/or power management hindered HD7970 performance. With an 8192x8192 image, AESEncryptDecrypt on HD7970 took 315ms. Yet when I ran the test for 10 loops ("-i 10" parameter), the average time was 171ms per iteration. For comparison, GTX580 took 239ms and 227ms per iteration for 1 and 10 iterations, respectively.
Interesting. If power management is to blame, there are some delicate responsiveness/power-efficiency trade-offs involved, here. Perhaps the overhead would be smaller on an APU like Llano.

If it's not related to power-management, why would Radeons have higher 1-time costs than GeForces?
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Old 05-Jan-2012, 01:32   #2312
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If it's not related to power-management, why would Radeons have higher 1-time costs than GeForces?
They are essentially all about the drivers. It could well be that the AMD driver team just hasn't ever worked on them, and the nV one has. It's not like they are really relevant to any real use.
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Old 05-Jan-2012, 02:28   #2313
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Originally Posted by OpenGL guy View Post
I took a look at AESEncryptDecrypt as used in Anandtech's HD7970 review. I suspect that the test was just run for a single iteration and that 1-time costs and/or power management hindered HD7970 performance. With an 8192x8192 image, AESEncryptDecrypt on HD7970 took 315ms. Yet when I ran the test for 10 loops ("-i 10" parameter), the average time was 171ms per iteration. For comparison, GTX580 took 239ms and 227ms per iteration for 1 and 10 iterations, respectively.
We used 150 iterations.

AESEncryptDecrypt.exe -t -i 150 -x <input file>
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Old 05-Jan-2012, 02:34   #2314
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We used 150 iterations.

AESEncryptDecrypt.exe -t -i 150 -x <input file>
Arg, apparently I can't edit messages.

Anyhow, while our test is for 150 iterations, you're right in that the report from the program is as far as we can tell the average execution time for a single iteration.
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Old 05-Jan-2012, 02:44   #2315
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Originally Posted by Ryan Smith View Post
Arg, apparently I can't edit messages.

Anyhow, while our test is for 150 iterations, you're right in that the report from the program is as far as we can tell the average execution time for a single iteration.
Thanks for the info. Seems odd that your performance is so much different, I'll rerun with the press driver tomorrow.
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Old 05-Jan-2012, 18:58   #2316
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Thanks for the info. Seems odd that your performance is so much different, I'll rerun with the press driver tomorrow.
Even with the press driver installed I am getting much better results: 146ms per iteration. What version of the SDK did you use? I want to be sure I'm testing the same version of the sample. Also, are you looking at the reported "Time" or "[Transfer+Kernel]Time"?
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Old 05-Jan-2012, 23:49   #2317
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Can Rage benefit from the hw support for "Partially Resident Textures"? Or would it need a new patch for it?
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Old 05-Jan-2012, 23:58   #2318
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Originally Posted by OpenGL guy View Post
Even with the press driver installed I am getting much better results: 146ms per iteration. What version of the SDK did you use? I want to be sure I'm testing the same version of the sample. Also, are you looking at the reported "Time" or "[Transfer+Kernel]Time"?
I'm using the x86_64 sample out of SDK 2.5. I see that AMD released 2.6 now, but that wasn't out at the time that we put the test together.

As for the value I'm using, I'm using "Time".
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Old 06-Jan-2012, 00:09   #2319
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Originally Posted by Ryan Smith View Post
I'm using the x86_64 sample out of SDK 2.5. I see that AMD released 2.6 now, but that wasn't out at the time that we put the test together.

As for the value I'm using, I'm using "Time".
Ok, I don't have the 2.5 code in front of me, but if it's like 2.6, then "Time" is probably not the value you want to use. From the 2.6 version of AESEncryptDecrypt.cpp:
Code:
    totalKernelTime = (double)(sampleCommon->readTimer(timer)) / iterations;
...
void AESEncryptDecrypt::printStats()
{
    std::string strArray[4] = {"Width", "Height", "Time(sec)", "[Transfer+Kernel]Time(sec)"};
    std::string stats[4];

    totalTime = setupTime + totalKernelTime;
    
    stats[0] = sampleCommon->toString(width    , std::dec);
    stats[1] = sampleCommon->toString(height   , std::dec);
    stats[2] = sampleCommon->toString(totalTime, std::dec);
    stats[3] = sampleCommon->toString(totalKernelTime, std::dec);
So "Time" is a poor measure of performance since it takes the total set-up time and adds in the average time per iteration. That means if you have a higher set-up time but much faster performance per iteration, you might still "lose". setupTime should be divided by the number of iterations as well if you care about the average performance per iteration as the set-up time is a one time cost so that should spread out over all the iterations equally, or you can just look at the "[Transfer+Kernel]Time" if you don't care about set-up costs.

Yet another bug to file against the samples :P
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Old 06-Jan-2012, 02:51   #2320
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Can Rage benefit from the hw support for "Partially Resident Textures"? Or would it need a new patch for it?
I pretty sure a game must be written to take advantage of PRT's.
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Old 06-Jan-2012, 03:23   #2321
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Are PRT's even exposed by any APIs?
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Old 06-Jan-2012, 03:41   #2322
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I'm sure it will be an ogl extention eventually.
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Old 06-Jan-2012, 15:09   #2323
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We already have an OGL extension for it (though I don't know if it is expeosed in the initial drivers).
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Old 06-Jan-2012, 18:07   #2324
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Stock levels seem to be fine, still expecting these to be like £500 though in the UK..

http://img20.imageshack.us/img20/597...970pyramid.jpg
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Old 06-Jan-2012, 18:27   #2325
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Stock levels seem to be fine, still expecting these to be like £500 though in the UK..

http://img20.imageshack.us/img20/597...970pyramid.jpg
OH dear, it seems even people in Russia might be able to buy this the week after it launches!
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