Yes and no. The above chart is simplified. The engine uses different present modes for different hardware, depending on what the corresponding companies engineers recommended for their hardware.My guess is that the internal benchmark counts the frame to frame time at the begining of processing, not at the time the frame is presented (like presentmon).
What a weird title with the 1080 reigning supreme!
Which isn't surprising since they didn't bench anything remotely close to it in price or capabilities. No Furies, 980ti, etc. Would have been nice if they actually investigated async on the 1080 a bit more while running that benchmark. Regardless, the results don't look too dissimilar from what AOTS provided.What a weird title with the 1080 reigning supreme!
Indeed, I don't think anybody is surprised about 1080 reigning supreme among those GPUs tested.Which isn't surprising since they didn't bench anything remotely close to it in price or capabilities.
Only 980 was reference, 960 was Asus StrixThe other problem with their conclusion and focus is that they use reference NVIDIA cards and custom AIB AMD cards....
We’re pleased to confirm that Total War: WARHAMMER will also be DX12 compatible, and our graphics team has been working in close concert with AMD’s engineers on the implementation.
This will be patched in a little after the game launches, but we’re really happy with the DX12 performance we’re seeing so far, so watch this space!
In GPU terms, we’ve shifted our particle simulation pipeline from the pixel shader to the compute shader, which is a more efficient use of the GPU’s time. In fact we’ve done this with several parts of the rendering pipeline, further utilizing the GPU and letting the CPU focus on everything else it has to do.
Long story short: all of this means we’re using the CPU and the GPU more efficiently. TW: Warhammer takes better advantage of multicore CPUs, balancing the load across the cores so that no single core is maxed out and limiting framerates while others sit idle.
We’ve also switched up the Total War engine from 32 to 64-bit. While this brings no tangible performance benefits, we no longer have the 32-bit restriction of a maximum of 2GB of memory devoted to processes.
The upshot is we can basically cram a greater variety of models, animations and textures into battles. One neat side benefit though is that it’s brought a reduction in end-turn times. Coupled with further optimisation we’ve done on the AI’s decision-making, this means you’ll enjoy quite noticeably reduced end-turn rounds while all the AI factions take their turns.
Yeah but it is strange results seeing a 960 so close to the 970 if both are custom AIB....Only 980 was reference, 960 was Asus Strix
Yes good catch.Different resolutions.
3GB on 32-bit OS with LARGEADDRESSAWARE flag, 4GB on 64-bit OS, so recent "AAA" games usually are not limited to 31-bit virtual address....We’ve also switched up the Total War engine from 32 to 64-bit. While this brings no tangible performance benefits, we no longer have the 32-bit restriction of a maximum of 2GB of memory devoted to processes.
Yes and no. The above chart is simplified. The engine uses different present modes for different hardware, depending on what the corresponding companies engineers recommended for their hardware.
It does look like that on Nvidia-hardware, every frame which has completed post processing is also presented right away. Regardless of whether another frame has already been presented during the same screen refresh interval.
It doesn't look like that with the present mode used for AMD hardware. At most a single frame per refresh is actually handed to the present API, the last completed one, that is. Well, at least to the part of the present API which PresentMon can monitor.
So your "average" and "peak" FPS are garbage/incomparable when your benchmark contains scenes in which the FPS would actually exceed the monitor refresh rate, as one of the implementations didn't even both to hassle the OS with presenting these. You can verify that by comparing the FPS reported by the benchmark itself, with the ones reported by PresentMon. They will only match for Nvidias hardware, at least the peak and average ones. The minimum FPS should match much better, at least as long as you make sure to use the same sliding window size for computing the minimum. (Which means you don't just pick the single largest present-to-present interval found, and try to calculate FPS from that.)
On the CPU/Present side PresentMon should give results that are basically identical to FRAPS. As I've explained in earlier threads, these measurements are effectively what game engines use to update their simulations so they are important regardless of the display pipe smoothness as well.PresentMon is not as accurate as FCAT but works in a simular fashion
No. The things that affect the "accuracy" (or rather cause FCAT and PresentMon to diverge slightly on the display side data) are driver or hardware playing with the frame pacing/flip timing beyond what the OS is requesting. Generally folks only do this in the presence of driver SLI/AFR.Stupid question - does triple buffering affect the accuracy of presentmon or fraps or fcat?