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AMD Working on "Dynamic Frame Rate Control" Feature

Define gone, because half the community would disagree with you there. If you're having to disable it for rudimentary purposes then there is still problems with it. Ones that are easily avoided, but that doesn't make it somehow a non issue. Clock jumping is still very much an annoyance without user intervention. Simple things like this may benefit from such technologies was my initial point

The performance gain from disabling it is negligible these days. The only benefit is to gain monitoring of gpu metrics and allowing you to alter voltage control for the second (ULPS enabled) gpu.

What clock jumping are you referring to?
 
Please if you know of an issue that is present and is easily reproducible then post about it here so i can investigate. As i use ULPS and Crossfire myself, i should be able to repro it on my system.

I would if I owned such a system any more.


Answer me one thing quickly, do you have 2d profiles set in AB?
 
I would if I owned such a system any more.


Answer me one thing quickly, do you have 2d profiles set in AB?

No, not used 2d clock profiles since Tahiti.

The issues you're trying to describe i think come from using incorrect afterburner settings using an API overclocking method that AMD stopped supporting at driver level a long time ago.
 
That was clever, don't you want to know my specs first? ;)

The issue can occur with unofficial overclocking mode, but even without this certain games core will fluctuate between 2d and 3d clocks. Titanfall for example. This may have been fixed in 14* branch, I don't know. If it really is a non issue now I'd be pretty surprised. It was 100% not an 'incorrect' version of AB.

The same can be said for Overdrive, also riddled with issues.
 
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I would if I owned such a system any more.

That was clever, don't you want to know my specs first? ;)

The issue can occur with unofficial overclocking mode, but even without this certain games core will fluctuate between 2d and 3d clocks. Titanfall for example. This may have been fixed in 14* branch, I don't know. If it really is a non issue now I'd be pretty surprised. It was 100% not an 'incorrect' version of AB.

Are those imaginary specs? :p

Did it happen on any other games? Was vsync and an fps cap used at all?
 
Are those imaginary specs? :p

Did it happen on any other games? Was vsync and an fps cap used at all?

Titanfall's engine is capped to 60 fps, V-Sync was most definitely not used. If I remembered the specs at the time I'd tell you, I'm not being deliberately awkward, shocker I know.

My main problem was that 14(.1) branch were terrible for benching at that particular time also. These days, I very much doubt anyone is running below these
 
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Titanfall's engine is capped to 60 fps, V-Sync was most definitely not used. If I remembered the specs at the time I'd tell you, I'm not being deliberately awkward, shocker I know

Thanks, I'll investigate.

Hawaii will drop clocks if it can produce the desired fps at a lower clock speed, however as you can imagine there could be instances where this could go wrong. If i can recreate it then i can report it and it can be fixed. It should not enter 2D clocks though.
 
Titanfall's engine is capped to 60 fps, V-Sync was most definitely not used. If I remembered the specs at the time I'd tell you, I'm not being deliberately awkward, shocker I know.

My main problem was that 14(.1) branch were terrible for benching at that particular time also. These days, I very much doubt anyone is running below these

Titanfall isn't capped at 60fps they patched it.
 
Thanks, I'll investigate.

Hawaii will drop clocks if it can produce the desired fps at a lower clock speed, however as you can imagine there could be instances where this could go wrong. If i can recreate it then i can report it and it can be fixed. It should not enter 2D clocks though.

can AMD implement adaptive vsync? they could call it Dynamic Vsync for legal reasons if need be??:confused:
 
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