Note that the benchmark is done in 720p and while it shows the CPU scaling it's highly unlikely to be close to what you'll get out of these CPUs in 1080p and above - higher resolutions will be GPU limited mostly.ooofff my 3900x =(
Indeed! I just was blown away how fast CPUs moved since my purchase.Note that the benchmark is done in 720p and while it shows the CPU scaling it's highly unlikely to be close to what you'll get out of these CPUs in 1080p and above - higher resolutions will be GPU limited mostly.
Some of those numbers don’t look right though. Why is a 10700k so much faster than a 9900k. They’re basically the same chip.
Since you are using the GPU codenames, it would be their 3rd GPU design at Samsung, accounting for the Pascal chips GP107 (GTX1050/Ti) and GP108 (GTX1030/MX150). It would be their 4th fab partner over the years.
Of course, your general point still stands. IIRC, the little Pascal chips were made at Samsung, right as Nvidia and Samsung settled their lawsuits. I always wondered if that was part of the lawsuit settlement or if Nvidia and Samsung's legal teams evaluated each other's IP and saw some opportunities to work with each other.
Also IIRC, AMD has used Samsung (directly) for Polaris, towards the end of the first major mining boom (the one where I purchased a GTX 1050Ti for ~$120, since it was an unique product that came from a non-traditional Nvidia partner, and I questioned if it was good value. One year later, it was almost twice that on the market, if one could even get one). So Samsung isn't totally unawares of how GPU designers work, either.
CPU usage peaking at about 50% on 16 core 5950X
Looking at the highlighted "SM Occupancy" row, the "background" behind the mostly green and mustard areas is either dark or light grey. The key seems to imply that those areas are "Active SM unused warp slots" and "Idle SM unused warp slots". Is that the correct interpretation?
There's 3.6ms of "Dispatch Rays", which is about 14.5% of the frame time.
There's 3.6ms of "Dispatch Rays", which is about 14.5% of the frame time.
If we were developers with the code at hand, I suppose we could go into more detailed profiling here, e.g. all of the different ray tracing settings, singly and combined, versus off, and various resolutions and DLSS settings.Yeah, it seems correct. Also BuildRaytracingAccelerationStructure takes 2.01ms which in total with dispatch RT takes 22.3% of the frame time. DLSS Quality (barrier 958) takes 0.94ms as well.
Rys woz there:tl;dr: there seems to be an issue with the game running a CPU check based on GPUOpen. It basically causes the game to assign non-Bulldozer AMD CPUs less schedulers threads. People suspected it was due to some kind of gimping due to ICC, but this is not the case.
What the gpu or driver do when the "can't launch" event is happening ?
In theory the GPU and the driver can each notice these problems occurring and alter the way that the individual units of the GPU are being used. This might be as simple as changing the rules for priority. It's an extremely difficult subject, because the time intervals are miniscule: it might not be possible to change something quickly enough to get a useful improvement.What the gpu or driver do when the "can't launch" event is happening ?