GPU Ray Tracing Performance Comparisons [2021] *spawn*

Discussion in 'Architecture and Products' started by DavidGraham, Mar 29, 2021.

  1. pcchen

    pcchen Moderator
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    I think you mean arithmetic mean (which is flawed)?

    Using geometric mean, your example would be like:

    Card n0 mean: 84.85 (sqrt(120*60))
    Card n1 mean: 84.85 (sqrt(240*30))
    Card n2 mean: 62.44 (sqrt(390*10))
     
  2. Qesa

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    Normalising then averaging the FPS is still wrong. E.g.

    Game A
    Card n0 120 fps
    Card n1 60 fps
    Game B
    Card n0 60 fps
    Card n1 120 fps
    "Normalise":
    Game A
    Card n0 100%
    Card n1 50%
    Game B
    Card n0 100%
    Card n1 200%
    Average:
    Card n0 100%
    Card n1 125%

    So n1 is "faster"? But you can easily tell from looking at the raw FPS it should be a tie. And if we set n1 to 100% when normalising then we would conclude that n0 is faster. If the conclusion changes depending on which card you set to 100%, then it's obviously a flawed way to do things.

    As pcchen points out, actually using the geometric mean rather than arithmetic mean fixes this.

    If you want to give greater emphasis to low FPS titles, you could use a harmonic mean. Arithmetic will give extra weight to high FPS, geometric will be balanced, harmonic will weight low FPS more.
     
  3. PSman1700

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    Also it is not so much about if a game is playable or not, but to gauge performance of each gpu. I see this alot in the mobile space aswell, where say an A15 device scores 17fps vs a SD8 gen1 scores just 5fps (for example), its to gauge relative performance of what the hardware is capable off.
     
  4. Jawed

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    Furmark with RT is needed :mrgreen:

    I believe Furmark is stressful because of the ROP workload.

    Anecdotally, I've seen a range of 350-480 watts power consumption on 3090Ti, varying simply because of the game. So it's proving to be extremely difficult to assess ray tracing performance in general terms.

    It'll be interesting to see how much performance in Unreal Engine 5 games depends upon the ray tracing hardware, since that engine is going to dominate the next 10 years of gaming.
     
  5. TopSpoiler

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  6. Jawed

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  7. Jay

    Jay
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    Not sure if this is the best thread:
    https://gpuopen.com/hiprt/

     
  8. Scott_Arm

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    Anyone see any Ryzen 5800X3D benchmarks that include ray tracing? Really curious if the huge cache helps with all the BVH stuff that seems to make DXR games crush CPUs.
     
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  9. troyan

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  10. arandomguy

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    Was curious so did a simple interpretation of the Computerbase data for RT vs non RT at 720p -

    The difference of the percent gains in improvement of the 5800XD3D over the 5800X with respect to RT vs. non RT -

    Code:
                                                        
                                                        Avg FPS                               1%
    Battlefield 2042                :              2.15%                  :            -0.20%
    Cyberpunk 2077              :              6.32%                   :             5.35%
    Dying Light 2                   :               1.15%                  :            -7.16%
    Far Cry 6                          :              4.06%                  :             0.14%
    Ghostwire                         :           -10.81%                  :           -3.29%
    Guardians of the Galaxy  :            -3.44%                   :           -4.45%
    Resident Evil Village        :          -25.46%                   :          -22.39%
    
    To clarify a negative % in this case means that there was less gains in the RT test versus the non RT test for the 5800X3D vs 5800X. A positive % means there was more gains in the RT test vs non RT test.
     
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  11. Scott_Arm

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    So I’m the RT titles the cache improved performance over the base 5800x, just not as much as with RT off for most titles. That’s not really clear cut.
     
  12. DavidGraham

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    In UE5, Hardware Lumen is only 7% slower on NVIDIA GPUs than Software Lumen, while offering significantly more visual quality and effects, the situation on AMD GPUs is a little different, Hardware is 17% slower than Software, with lots of missing reflections compared to NVIDIA GPUs.


     
    #1552 DavidGraham, Apr 20, 2022
    Last edited: Apr 20, 2022
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  13. trinibwoy

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    What’s with missing RT reflections on AMD? Are they running some over aggressive optimization? I think there was a similar issue in Watch Dogs.
     
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  14. Phantom88

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    The cost of RT in this is perverse. The performance gets cut three times when enabled.

    DLSS is also very blurry at 1440.

    https://imgsli.com/MTA1MDg0

    Its also like that at 4k, but lessened

    https://imgsli.com/MTA1MDg1

    At 4k, with maxed RT and no help it runs with 20 frames
     
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  15. DavidGraham

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    The game adds RT reflections and GI, unfortunately the cost of current RTGI in UE4 is significant, with modest IQ enhancements.
     
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  16. Phantom88

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    One of the devs wrote in one of the threads what each setting does. Nice to see stuff like this



    Off
    Everything off

    LoW
    reflections low
    reflections bounces 1
    translucent reflections - off
    mesh caustics - off
    water caustics - off
    DDGI- off

    Medium
    reflections low
    reflections bounces 1
    translucent reflections -low
    mesh caustics - low
    water caustics - low
    DDGI- on

    High
    reflections medium
    reflections bounces 1
    translucent reflections -medium
    mesh caustics - medium
    water caustics - medium
    DDGI- on


    Ultra
    reflections high
    reflections bounces 2
    translucent reflections - high
    mesh caustics - high
    water caustics - high
    DDGI- on


    https://steamcommunity.com/app/1016800/discussions/0/3267933887513218928/
     
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  17. Silent_Buddha

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    You wouldn't get those numbers with how CarstenS was doing it. He normalized all results such that for each game 100% represented the highest FPS.

    So for Game B using his method it would be.

    Card n0 - 50%
    Card n1 - 100%

    Which would lead to the average being

    Card n0 - 75%
    Card n1 - 75%

    Then you normalize those percentages to get

    Card n0 - 100%
    Card n1 - 100%

    Which is representative of the relative averaged performance of the two hypothetical cards.

    Regards,
    SB
     
    #1557 Silent_Buddha, Apr 22, 2022
    Last edited: Apr 22, 2022
  18. neckthrough

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    The following paper is pretty much compulsory reading for any researcher or practitioner of computer architecture. It's a very readable paper, and it's relevant to this performance discussion. I'm sure many of this thread's participants have read it already, but I would strongly encourage those that haven't to do so.

    https://dl.acm.org/doi/pdf/10.1145/63039.63043

    The author Jim Smith has near-legendary status in the field and is responsible for some seminal work in precise exceptions, vector architectures and many other features of modern processors that we take for granted today.
     
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  19. TopSpoiler

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    It also happened in Boundary benchmark. I don't know if this has been fixed or not, Just wonder why Radeon keeps getting this issue until recently.
     
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  20. Kaotik

    Kaotik Drunk Member
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    Could be driver issues, could be too heavy optimizations. But WTH is that blurfest on NVIDIA side?
     
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