Huh, SLI 1080s don't get a benefit in the game... Driver error?
Huh, SLI 1080s don't get a benefit in the game... Driver error?
Those results refer to the Steam version.UWP doesn't support SLI yet does it ?
So empirical data isn't evidence? We've had graphics of memory usage and framerates from a variety of cards and sources. We've had videos of assets slowly loading in. There was ample evidence to make the claim and the outcome obvious to any informed user. Not difficult to put the pieces together when the results show exactly what one would expect given the scenario.
UWP doesn't support SLI yet does it ?
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Take a closer look, iro. This is the steam version, and other cards get benefits from SLI.
Sadly, the developers stated Steam version doesn't support SLI or CF.Take a closer look, iro. This is the steam version, and other cards get benefits from SLI.
These results are from the old build of the game which was patched later to fix Maxwell performance. A direct head to head comparison is needed from the latest build of the game. Also some of the visual options underwent optimizations, you could turn the scaler for example to run the game at native resolution.BTW, comparing to the DX12 version, AMD cards gain a substantial amount of performance when using DX12 whereas nvidia maxwell stays flat or loses performance:
These results are from the old build of the game which was patched later to fix Maxwell performance. A direct head to head comparison is needed from the latest build of the game. Also some of the visual options underwent optimizations, you could turn the scaler for example to run the game at native resolution.
EDIT: Some DX12 results from the latest DX12 build:
http://www.hardwarecanucks.com/foru...vidia-titan-x-12gb-performance-review-14.html
What has changed is the relative performance of the 980Ti, TweakTown found the Maxwell TitanX (which is faster than 980Ti) slower than FuryX with the old build. In the new build (HardwareCanuks) 980Ti is much closer to the Fury X than before, which means that Maxwell TitanX is even closer as well.That one actually shows similar scaling compared to the one ToTTenTranz linked. The only card that is roughly the same is the Fury X. Everything else is either different or stock (980/970) versus overclocked (980/970 superclocked). One has Titan X - Pascal while the other has Titan X - Maxwell 2.
True, it changed slightly, but it changed none the less.So it doesn't really prove that things significantly improved for Nvidia cards relative to AMD cards in Quantum Break.
Agreed, but again we need a head to head comparison here (same scenes, DX11 vs DX12). We need to know whether DX12 from AMD is faster than DX11 from NV, or the vice versa.All that it shows is that Maxwell/Maxwell 2 cards are worse than GCN cards are worse than Pascal cards in the DX12 version of Quantum Break which doesn't even really do much to take advantage of DX12.
Included in the link to the first GameGPU benchmarks. There are clearly numbers provided showing how much VRAM a card would like to use.Where is the empirical data, I don't see memory usage numbers, do you?
So long as losing 66% of your framerate and getting texture popping isn't major I'm sure you're right here. So please continue to cite numbers that can't actually support your claim as evidence. I'm not seeing a whole lot of other reasons a 3GB and 6GB 1060 would have that large of a difference and not exhibit the same issues. And no the bottleneck won't start at the provided memory capacity, that just means it's present at that capacity.So until we have more data point, it's obvious the VRAM bottleneck is not playing any major role in the current performance metrics we have today.
Included in the link to the first GameGPU benchmarks. There are clearly numbers provided showing how much VRAM a card would like to use.
So long as losing 66% of your framerate and getting texture popping isn't major I'm sure you're right here. So please continue to cite numbers that can't actually support your claim as evidence. I'm not seeing a whole lot of other reasons a 3GB and 6GB 1060 would have that large of a difference and not exhibit the same issues. And no the bottleneck won't start at the provided memory capacity, that just means it's present at that capacity.
So until we have more data point, it's obvious the VRAM bottleneck is not playing any major role in the current performance metrics we have today.
The capacity of the card should have no bearing on what gets drawn in a scene, excluding dynamic effects. Sure it can vary a bit between scenes, but as I said it seems likely <4GB would have an impact. Which is precisely what the first benchmark posted was testing. Average or max FPS won't show the issue either, unless it's really limited.It doesn't show you how much a 1060 3gb would be using at the settings the review was done at.
In that link a FuryX is only consuming 3.5GB of it's 4GB @1080p, while still trailing Polaris GPUs, hardly a VRAM bottleneck here at all.Included in the link to the first GameGPU benchmarks. There are clearly numbers provided showing how much VRAM a card would like to use.
Again, the 3GB 1060 is irrelevant here, 3GB cards often hit VRAM limitations in this age, what's relevant here is the behavior of 4GB cards, which shows no sign of being VRAM limited in this title. And I have given you ample examples, the last of which is this test from overclock3d:So long as losing 66% of your framerate and getting texture popping isn't major I'm sure you're right here. So please continue to cite numbers that can't actually support your claim as evidence. I'm not seeing a whole lot of other reasons a 3GB and 6GB 1060 would have that large of a difference and not exhibit the same issues.
The capacity of the card should have no bearing on what gets drawn in a scene, excluding dynamic effects. Sure it can vary a bit between scenes, but as I said it seems likely <4GB would have an impact. Which is precisely what the first benchmark posted was testing. Average or max FPS won't show the issue either, unless it's really limited.
Drivers can have a huge affect on this..... Why do you think Fury X doesn't get memory bottlenecked in certain games that we know use more than 4gb on other cards? As much as 50% more too.
This is why you can't just say what you just stated, too many different things across the board to narrow it down like that.
Yes, but it was a general trends with AMD pre Polaris, they use in general way less memory than Nvidia counterparts .. ( could be 500MB to 1 GB at best )...
Completely offtopic, but games use way to much memory that they could and should, lets not forget that some engine try to fill the memory untill it is completely filled ( a total aberration with modern gpu's ).
That doesn't necessarily mean it's not limited. DX12 memory management being app dependent means it won't likely be perfectly utilized. They may have opted to stream all textures or 500MB is reserved. Keeping space for new allocations or swapping around data wouldn't be unreasonable. It's possible, even likely 3.5GB is close to the amount of data required to render a frame. That won't account for moving around and streaming in new data however. The Fury with HBM and all that bandwidth isn't a great example as we've seen before how it's designed to stream everything. It has so much bandwidth it can easily swap resources around with minimal performance impact.In that link a FuryX is only consuming 3.5GB of it's 4GB @1080p, while still trailing Polaris GPUs, hardly a VRAM bottleneck here at all.
It's relevant because it seems to indicate a point where capacity is likely an issue. I'm not trying to fault the 1060, it's just the 3GB model provides an interesting correlation with a 6GB model. Same as the 470/480. Those are the obvious examples where the architecture is nearly identical with different memory capacities. Given enough VRAM, a dev with DX12/Vulkan could simply load all assets and make bundles. Shouldn't be a whole lot of hitching in that situation and memory is a lot easier to manage when not constrained.Again, the 3GB 1060 is irrelevant here, 3GB cards often hit VRAM limitations in this age, what's relevant here is the behavior of 4GB cards, which shows no sign of being VRAM limited in this title. And I have given you ample examples, the last of which is this test from overclock3d:
That doesn't necessarily mean it's not limited. DX12 memory management being app dependent means it won't likely be perfectly utilized. They may have opted to stream all textures or 500MB is reserved. Keeping space for new allocations or swapping around data wouldn't be unreasonable. It's possible, even likely 3.5GB is close to the amount of data required to render a frame. That won't account for moving around and streaming in new data however. The Fury with HBM and all that bandwidth isn't a great example as we've seen before how it's designed to stream everything. It has so much bandwidth it can easily swap resources around with minimal performance impact.
It's relevant because it seems to indicate a point where capacity is likely an issue. I'm not trying to fault the 1060, it's just the 3GB model provides an interesting correlation with a 6GB model. Same as the 470/480. Those are the obvious examples where the architecture is nearly identical with different memory capacities. Given enough VRAM, a dev with DX12/Vulkan could simply load all assets and make bundles. Shouldn't be a whole lot of hitching in that situation and memory is a lot easier to manage when not constrained.