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The AMD Driver Thread

Problems?

Been having Display Driver Stopped Responding only while playing this game. At first I thought it was my CPU overclock "Read Online" and to my surprise they is results from people having a bad CPU OC making the display driver crash. Even 8pack had this to say "This is PCI EX stability the lanes fro which are on the CPU die."
because I was crashing quite often while racing, I adjusted my OC and everything seemed fixed, but right around that time Windows 10 updated and my ASUS AI software stopped working. Days have passed not a single crash until today I updated my ASUS AI software and it crashed again, so I uninstalled the software and so far I not crashed. More testing needed
 
Been having Display Driver Stopped Responding only while playing this game. At first I thought it was my CPU overclock "Read Online" and to my surprise they is results from people having a bad CPU OC making the display driver crash. Even 8pack had this to say "This is PCI EX stability the lanes fro which are on the CPU die."
because I was crashing quite often while racing, I adjusted my OC and everything seemed fixed, but right around that time Windows 10 updated and my ASUS AI software stopped working. Days have passed not a single crash until today I updated my ASUS AI software and it crashed again, so I uninstalled the software and so far I not crashed. More testing needed

Fingers crossed for you then, Presumably it was it doing it in other games as well? I ask because I was getting the same thing with Dirt Rally on Adrenalin and having rolled back to pre Adrenalin the issues gone, Other titles I tried were okay.
 
So where is the AMD patch?

I know how this conversation will go.

Your gonna say AMD GPU's don't use speculative execution.

Sure. But I've just read nor does Nvidia.

So... Where is the AMD GPU driver patch?

You get the point I'm trying to make I hope. If Nvidia released a GPU driver to help mitigate cpu vulnerabilities where they don't use speculative execution either, then where is the AMD drivers to help mitigate this issue?

Unless you actually know what was in that patch and what it actually does, you may find that it was a regular update that was after PR cudos and to illicit just the question you asked. As far as this vulnerability goes GPU drivers being rehashed into the mix may cause more problems than they actually fix. It would be far smarter to let the CPU side do their thing, let the dust settle and then look and see if anything needs to be done.

TLDR: "If it ain't broken, don't fix it"
 
Fingers crossed for you then, Presumably it was it doing it in other games as well? I ask because I was getting the same thing with Dirt Rally on Adrenalin and having rolled back to pre Adrenalin the issues gone, Other titles I tried were okay.
Not had any issues with other games. Played more Forza last night and it ran perfectly.
But because this crash has been so random I still not sure if it's fixed yet.
 
Not had any issues with other games. Played more Forza last night and it ran perfectly.
But because this crash has been so random I still not sure if it's fixed yet.

If it does continue try rolling back to 17.11.4 to see if it's a driver issue like it was for me. It seems unlikely that it'd be pcie lane related when it's only happening with one game.
 
If it does continue try rolling back to 17.11.4 to see if it's a driver issue like it was for me. It seems unlikely that it'd be pcie lane related when it's only happening with one game.

I kinda came to this conclusions because how much Forza pushes my system. It really tops everything out 99% GPU 100% the time.

Its very well optimised and for this it is really only a one of a few titles I playing at the moment that does this. So if they is any instability I feel this game will highlight it.
I hoping its just a software conflict.
 
@AMDMatt

Hi mate. Question for you.

I'm trying to work out why recording looks much nicer when using a 60fps in game frame limit compared to an unlocked in game frame limit, both using exactly the same settings in Wattman (AVC encoded, 1440p @60fps with 50bitrate) It's the same when using HEVC as the encoder also, I just use AVC as Sony Vegas 14 isn't able to edit HEVC.

Have a look at these two examples. Just some rough gameplay, rendered with Sony Vegas using same settings in both just to keep the file size smaller for a quick test. It's not a Sony Vegas issue as the results are clearly different (60fps video much smoother) with the raw playback files before rendering.

60fps

uncapped

To me, it feels like the recording does a better job at matching the frames 1:1 than recording at 60fps when in game is unlocked and much higher.
 
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I have also done some testing I can see that 60fps locked matching 60fps Relive does look smoother than a unlocked FPS vs Relive 60fps

Here two videos - both 1440p "Still Processing"
60fps

Unlocked-FPS
 
deffo first video is much smoother, i didnt even watch much of second as noticed it almost right away when you got moving.
 
I'll see what i can find out.

Have you tried enabling Enhanced Sync to see if that helps?

yes, I normally use that as I heard it does improve the recording, so I turned it off but still the difference is very visible.

It's been bugging me for months Matt, it was like it on my old rig also but I just put it down to the 390 and 3770k. But now on the new rig it's still the same, it's actually more apparent as I'm now hitting way more than 100fps in most of my games and the recording is only being done at 60fps. The higher you go the worse the motion gets, up above 100fps it looks really poor. It's almost like something is being done with the frame during the recording to not make it smooth. Maybe frame pacing is skipping or adding who knows.
 
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I'll see what i can find out.

Have you tried enabling Enhanced Sync to see if that helps?

I used Enhanced sync with my recording. From what I can understand Relive when recording with a unlimited frame rate pacing is off. Locking the frame rate to 60fps and recording 60fps is 1 to 1 with the frame rate.

Interested in hearing back what you find out.
 
It may be expected, it's probably the same as locking the FPS = a smoother more consistent experience, rather than when you have unlocked FPS and fluctuations in rendering time.

I guess Shadowplay copes better at higher fps when recording at 60fps then. There are enough youtubers out there that game on 144hz G-Sync panels and record at 144fps for shooters, friends do as well and the recorded gameplay they put up is buttery smooth.

One more example, fps is closer to 60fps but you can still see the motion is not as smooth and clear as the locked 60fps one. You can see it straight away just plodding along the pit lane and looking at all the tents on the left side of the pit wall. Like I said, if you game at 100fps or more, then 60fps recording just doesn't like it, it feels horrible in comparison to the limited 60fps in game.

60fps

uncapped
 
I can see the difference for sure. Leave the videos up please and I'll raise it with driver engineering and see what they say. We'll probably test it on NVidia GPUs too and see if the behaviour is the same.
 
I can see the 60fps recording of the 60fps gameplay is smoother, with tearing on the recording of the variable frame rate gameplay. @TonyTurbo78 Is triple buffering turned on?

In theory you'd need triple buffering at a minimum to have a zero-flicker variable frame rate display with no tearing on a concurrent fixed frame rate recording.
 
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I can see the 60fps recording of the 60fps gameplay is smoother, with tearing on the recording of the variable frame rate gameplay. @TonyTurbo78 Is triple buffering turned on?

In theory you'd need triple buffering at a minimum to have a zero-flicker variable frame rate display with no tearing on a concurrent fixed frame rate recording.

Isn' triple buffering an opengl function only? But no triple buffering not enabled. You think that will help? I'l give it a go when I get home from work.
 
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