Soldato
2560x1440 on my 390X has gone from ~70fps average on ultra to ~85fps average on nightmare.
Not bad at all!
Not bad at all!
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Tried stock RX480 on latest 16.7.2 drivers on Windows 10 with 6700K @ 4.5GHz on my LG 34UM95P @ 3440x1440 in ultra - I tried looking for some way to run a benchmark but couldn't find one.
So I picked a spot to the left of the stairs in the room after getting the shotgun and get rid of all the zombies and focus on the ball of fire.
OpenGL got 42
Vulkan got 59
It was pretty consistent in most of the other areas I made some notes about too - so 40%
Damn 60fps at that resolution of a £200 card, great value.
Numbers aside does it actually feel smoother and more fluid on Vulkan?
Would be really interesting to see which architecture get the best gains from this new API.
If AMD is getting the biggest boost, would that make Fury X the best card for Doom at 4k and RX 480 the best card at under £300 for 1080 and 1440?
I keep reading that on AMD cards it is smoother, especially for frametimes. So add in a FreeSync monitor and you're in for a great time.
I hope my 390X RMA goes through quickly now; and those PowerColor Devil 480s come in soon. Would love to get one of those or the Nitro as a replacement.
Once stock settles I am gonna do some RX-480 and Freesync monitor bundles, be good to hit £299 for an RX 480 and 22" Freesync 1080P monitor as for most that would be a killer setup that does not destroy the wallet.
Will also look into bigger screens and higher resolution Freesync options in coming months.
Is Vulkan that good or is OpenGL just bad?
Vulkan looks good compared to DX12 because DX12 is being compared to DX11 while Vulkan is compared to OpenGL. If only there was a game that supported all 4.
Also, while I'm not arguing Nvidia gain as much as AMD in Vulkan, don't Nvidia generally do better in OpenGL, making the gains look worse?
I also doubt this is a must own game. I detest FPS games so can't believe this is a game I'd enjoy.
On a side note I believe Dota 2 supports OpenGL, DX11 and Vulkan.
The answer is that AMD are obviously seeing far bigger gains, and will do so across almost all DX12 and Vulkan (Mantle) titles.
However, you're going to have to wait for the dust to settle with DOOM.
They haven't enabled a-synch compute on AMD or NVIDIA (I expect it will be default disabled on NVIDIA once it is released), and AFAIK resource heap isn't active yet either.
When those two are added, there should be another big jump for AMD hardware. iD haven't given a timetable for when it'll happen, but I assume relatively soon now that the Vulkan release has been done.
Damn 60fps at that resolution of a £200 card, great value.
Numbers aside does it actually feel smoother and more fluid on Vulkan?
Oh and another thing I forgot to say ... I'll be very interested to see what Fiji & Polaris do relative to the other GCN architectures, once a-synch and resource heap are put in .....
Word is that the latest AMD drivers have converted 4 of every 8 ACEs in Fiji to 2x HWS (Hardware Schedulers), to mimic the setup in Polaris and Vega.
For those that don't know, each shader unit in Fiji has 8 ACEs, but AMD have since said that 2 ACEs = 1 HWS via micro-code update. By default there is no dedicated HWS attached to each shader unit in Fiji (or prior GCN architectures), but Fiji is overstuffed with ACEs.
Now some people are saying that Fiji has had a micro-code update and now has 4x ACEs and 2x HWS in each shader unit ... mimicking Polaris.
In a lot of games, particularly unoptimised ones, this could see very major gains.
A-sync compute is enabled on amd if you use tsaaa or no aa apparently.
https://twitter.com/idSoftwareTiago/status/752590016988082180
probably because opengl is bad, would be great if we can have a dx11/vulkan game though, ther than the wraper of talos, but a correct implementation of the api.
dota2 isn't really a taxing game, you would be comparing like what, 300-500fps ? it must be cpu bound in all resolutions
i doubt older games would see any gains if thats true, the functions HWS allows, must be coded in the game, like the quick response queue, driver side wont change much imo.
Also, based on ID Software's tweet it seems AMD helpped to implement Vulkan in DOOM, so that may also explain AMD's higher performance gains.
Actually, the games that would stand to benefit the most are old DX11 games with very little specific optimisation (driver or engine side) for AMD's ACEs (or specific layout in Fiji). The HWS would keep the now more managable number of ACEs per unit much, much better fed. Feeding the ACEs and bottlenecks thus are why Fiji has pretty disappointing performance in some titles, relative to its gigantic ACE count.
I'm sure they helped, as obviously they know Mantle inside out, which the majority of Vulkan is pretty much a cut/paste job of, but I think the gratitude shown is mainly for AMD donating their code to Khronos and making Vulkan happen in the first place.
The amount of Mantle in the released version of Vulkan is speculation as far as I'm aware. I don't think (m)any are arguing that it originated from Mantle but if the code is 99.99999% the same as Mantle why did it take so long to release?
Oh and another thing I forgot to say ... I'll be very interested to see what Fiji & Polaris do relative to the other GCN architectures, once a-synch and resource heap are put in .....
Word is that the latest AMD drivers have converted 4 of every 8 ACEs in Fiji to 2x HWS (Hardware Schedulers), to mimic the setup in Polaris and Vega.
For those that don't know, each shader unit in Fiji has 8 ACEs, but AMD have since said that 2 ACEs = 1 HWS via micro-code update. By default there is no dedicated HWS attached to each shader unit in Fiji (or prior GCN architectures), but Fiji is overstuffed with ACEs.
Now some people are saying that Fiji has had a micro-code update and now has 4x ACEs and 2x HWS in each shader unit ... mimicking Polaris.
In a lot of games, particularly unoptimised ones, this could see very major gains.