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The AMD Driver Thread

I'm running a Vega 56 with 1650MHz core and 980MHz Mem. ;) I checked Radeon settings prior to launching the game to ensure none of the settings had changed, specifically all the new voodoo being on by default lol. I use MSI Afterburner for overclocking as I didn't get on with Wattman when it first came out and see no reason to start using it.

Ah yes of course, I remember now. So we have similar set ups with the only likely relevant difference being the Wattman vs Afterburner setup. I'm going to do a DDU of this driver and give 12.3 another shot with AB this time. Not tonight though as had a few bevies and CBA. Will report back tomorrow...
 
Ah yes of course, I remember now. So we have similar set ups with the only likely relevant difference being the Wattman vs Afterburner setup. I'm going to do a DDU of this driver and give 12.3 another shot with AB this time. Not tonight though as had a few bevies and CBA. Will report back tomorrow...

Had a few bevvies, psssssssssh....

Where's Ben Stiller and his 'Do it!' when you need it?

EDIT:
 
HWT: Where are we going in terms of multi-GPU? Where are we going in terms of driver support? Both AMD and Nvidia have kind of quietly dropped SLI and Crossfire. But Nvidia recently added support for checkerboard multi-GPU rendering at the driver level. And the whole industry is moving towards having MCM modules. So are there any plans to rework crossfire in a similar way?

Terry: Crossfire, I’m surprised you said it went away quietly. I didn’t actually consider that viewpoint. We were very very clear that Crossfire went away and what crossfire means is driver-level control of rendering. And the reason it went away was that the introduction of DirectX 12 took away the control of the rendering from the driver and into the game itself. So, you know, crossfire going away meaning that our driver no longer needs to do rendering alternate frame type of rendering between two GPUs does not mean that multi-GPU support for gaming has gone away. It depends on the game developer if they want to introduce it. And some games support it and some games don’t.

Conclusion: A more user-oriented AMD
From the looks of things, AMD’s putting a much greater emphasis on user interests and issues going forward, listening to user feedback and adding features that are voted for. Adrenalin 2020 introduced a ton of useful features, and we look forward to seeing what new goodies Radeon users will get next.


https://www.hardwaretimes.com/exclu...ftware-leads-at-the-radeon-software-briefing/
 
Had a few bevvies, psssssssssh....

Where's Ben Stiller and his 'Do it!' when you need it?

Hahahaha. I supposed to be playing BL3 coop with a mate at 10:30pm and he wont be amused if I'm still p1ssing about with drivers which is what will happen. He's an nVidia fanboy too and it will just play right into his hands. I'll do later if we pack in playing at a reasonable time although I was meant to be wrapping Christmas presents tonight :D
 
HWT: Where are we going in terms of multi-GPU? Where are we going in terms of driver support? Both AMD and Nvidia have kind of quietly dropped SLI and Crossfire. But Nvidia recently added support for checkerboard multi-GPU rendering at the driver level. And the whole industry is moving towards having MCM modules. So are there any plans to rework crossfire in a similar way?

Terry: Crossfire, I’m surprised you said it went away quietly. I didn’t actually consider that viewpoint. We were very very clear that Crossfire went away and what crossfire means is driver-level control of rendering. And the reason it went away was that the introduction of DirectX 12 took away the control of the rendering from the driver and into the game itself. So, you know, crossfire going away meaning that our driver no longer needs to do rendering alternate frame type of rendering between two GPUs does not mean that multi-GPU support for gaming has gone away. It depends on the game developer if they want to introduce it. And some games support it and some games don’t.

Conclusion: A more user-oriented AMD
From the looks of things, AMD’s putting a much greater emphasis on user interests and issues going forward, listening to user feedback and adding features that are voted for. Adrenalin 2020 introduced a ton of useful features, and we look forward to seeing what new goodies Radeon users will get next.


https://www.hardwaretimes.com/exclu...ftware-leads-at-the-radeon-software-briefing/


It sadness me a bit to read this. Not because it's wrong or silly but because we know what happens once some random Game Dev have to make a game. They under pressure to complete a project and since few people have dual gpu's they arn't gonna bother, which in turn gives mGPU setups a bad rep cause it rarely works the way you want it to which leads to even less adoption.. Chicken and the egg all over again. I hope to be proven wrong one day, I really hope I will be, cause I miss mGPU setups like my old crossfired HD 4870s or my SLI GTX 560 ti's.
 
CrossFire should be neither at the driver level nor at the game engine level. It should be at the DX12 level and always available for multi-GPU scaling. What are these people doing? What do they get their salaries for ? :confused:


There was a joke which I will transform slightly to the current situation - if AMD employs 5,000 software engineers, if you fire 4,500 of them, you won't notice any difference in AMD's results :D
 
Hahahaha. I supposed to be playing BL3 coop with a mate at 10:30pm and he wont be amused if I'm still p1ssing about with drivers which is what will happen. He's an nVidia fanboy too and it will just play right into his hands. I'll do later if we pack in playing at a reasonable time although I was meant to be wrapping Christmas presents tonight :D

Furry muff, can't argue with a bit of coop with the enemy. :p
 
CrossFire should be neither at the driver level nor at the game engine level. It should be at the DX12 level and always available for multi-GPU scaling. What are these people doing? What do they get their salaries for ? :confused:


There was a joke which I will transform slightly to the current situation - if AMD employs 5,000 software engineers, if you fire 4,500 of them, you won't notice any difference in AMD's results :D

AY?

The engine needs to support MultiGPU for DX12 to even work. You can not just magic flick a DX12 switch and hay MultiGPU is working! The engine needs support and the devs using DX12 need to code for it, like @Phixsator pointed out the issue here with this is game devs time and money. The plus side if done it should work better than driver support only as the devs have a lot more control over multiGPU on DX12.
 
AY?

The engine needs to support MultiGPU for DX12 to even work. You can not just magic flick a DX12 switch and hay MultiGPU is working! The engine needs support and the devs using DX12 need to code for it, like @Phixsator pointed out the issue here with this is game devs time and money. The plus side if done it should work better than driver support only as the devs have a lot more control over multiGPU on DX12.

I don't buy the excuse that the game developers have "no time". It's a dishonest claim.

You very much know that the games are based on a handful of engines, and if the engines are properly written from the beginning, all the game titles will benefit from that.

Games using Source
Valve games
Half-Life 2 (2004)
Half-Life 2: Deathmatch (2004)
Half-Life: Source (2004)
Counter-Strike: Source (2004)
Day of Defeat: Source (2005)
Half-Life 2: Lost Coast (2005)
Half-Life Deathmatch: Source (2006)
Half-Life 2: Episode One (2006)
Half-Life 2: Episode Two (2007)
Team Fortress 2 (2007)
Portal (2007)
Left 4 Dead (2008)
Left 4 Dead 2 (2009)
Alien Swarm (2010)
Portal 2 (2011)
Counter-Strike: Global Offensive (2012)
Games by other developers
Vampire: The Masquerade – Bloodlines[29] (2004)
Garry's Mod (2006)
SiN Episodes (2006)
Dark Messiah of Might and Magic (2006)
The Ship (2006)
Kuma\War (2006)
Dystopia (2007)
Insurgency: Modern Infantry Combat (2007)
Zeno Clash[30] (2009)
NeoTokyo (2009)
Bloody Good Time (2010)
Vindictus (2010)
E.Y.E.: Divine Cybermancy (2011)
No More Room in Hell (2011)
Nuclear Dawn (2011)
Postal III (2011)
Dino D-Day (2011)
Dear Esther (2012)
Black Mesa (2012)
Tactical Intervention (2013)
The Stanley Parable (2013)
Blade Symphony (2014)
Consortium (2014)
Contagion (2014)
Insurgency (2014)
Fistful of Frags (2014)
Portal Stories: Mel (2015)
The Beginner's Guide (2015)
Infra (2016)
Day of Infamy (2017)

Source 2
Games
Dota 2 (2013) (ported to Source 2 from Source in 2015)
The Lab (2016) (Robot Repair only; rest of the games were created with the Unity engine)
Artifact (2018)
Dota Underlords (2019)
Half-Life: Alyx (2020)
https://en.wikipedia.org/wiki/Source_(game_engine)

Games using MT Framework
Main engine (MTFW)
Dead Rising
Lost Planet: Extreme Condition
Devil May Cry 4
Resident Evil 5
Lost Planet 2
Marvel vs. Capcom 3: Fate of Two Worlds
Resident Evil Code: Veronica X HD
Ultimate Marvel vs. Capcom 3
Dragon's Dogma
Resident Evil 6
E.X. Troopers
Resident Evil: Revelations
Sengoku BASARA 4
Resident Evil HD Remaster
Resident Evil: Revelations 2
Devil May Cry 4: Special Edition
Sengoku BASARA 4 Sumeragi
Resident Evil Zero HD Remaster
Sengoku BASARA Sanada Yukimura-Den
Monster Hunter Generations Ultimate
Monster Hunter: World
Mega Man 11
https://en.wikipedia.org/wiki/MT_Framework

Unreal Engine:
https://en.wikipedia.org/wiki/List_of_Unreal_Engine_games
 
OK so I've tried using Afterburner with 19.12.3 instead of the built in AMD performance tuning screen but it causes complete PC lock-ups that need a hard reset to clear. I'm a noob with AB so its probably something I've done wrong so please could someone with more AB skills advise me? It goes without saying that I didnt read any AB guides. Here's what I did:

I set up an AB profile with the following settings to match my old Wattman OC:

Core Voltage = -175 (P7 was 1025mV on Wattman so I've presumed that this will give the same end result in AB i.e. 1200 - 175)
Power Limit = 15%
Core Clock = 1637
Memory Clock = 980
Fan Speed = manual curve starting at 0,0 and topping out at 70C,60%)

I tried the profile on the BL3 benchmark before uninstalling 19.12.1 and it ran fine, giving the same ~65 fps result as with Wattman.

I then did a DDU (having set Windows Updates and Device Installation Settings off) and installed 19.12.3 (the installer hung first attempt and needed killing and restarting).

Tried to load the AB profile and boom, PC lockup.

I havent touched any settings on the AMD UI which is defaulted to the Standard graphics profile.

I'm going to revert back to 19.12.1 later regardless of whether I can get this working as I'm not a fan of the Afterburner interface and there are still too many issues with the driver from what I can tell. I'd still like to determine what is causing my BL3 frame rate drop however so if anyone can help get the AB setup working I'd be very grateful.
 
For some reason my install of earlier driver has stopped allowing me to undervolt. When I change it and apply, it jumps back to defaults. It worked earlier, so possibly a windows update or windows updating drivers?

Installed latest ones, and mem speed all over the place. Only undervolted GPU currently, no overlock options on, and this is what the last minutes graph looks like...

GPUMEM1.JPG


HWInfo shows peak as almost 1,800???

GPUMEM2.JPG


Average is over 1,200 too. All very odd. Wonder when they'll sort this out on the R VII, or if they'll just not bother since it's EOL?
 
OK so I've tried using Afterburner with 19.12.3 instead of the built in AMD performance tuning screen but it causes complete PC lock-ups that need a hard reset to clear. I'm a noob with AB so its probably something I've done wrong so please could someone with more AB skills advise me? It goes without saying that I didnt read any AB guides. Here's what I did:

I set up an AB profile with the following settings to match my old Wattman OC:

Core Voltage = -175 (P7 was 1025mV on Wattman so I've presumed that this will give the same end result in AB i.e. 1200 - 175)
Power Limit = 15%
Core Clock = 1637
Memory Clock = 980
Fan Speed = manual curve starting at 0,0 and topping out at 70C,60%)

I tried the profile on the BL3 benchmark before uninstalling 19.12.1 and it ran fine, giving the same ~65 fps result as with Wattman.

I then did a DDU (having set Windows Updates and Device Installation Settings off) and installed 19.12.3 (the installer hung first attempt and needed killing and restarting).

Tried to load the AB profile and boom, PC lockup.

I havent touched any settings on the AMD UI which is defaulted to the Standard graphics profile.

I'm going to revert back to 19.12.1 later regardless of whether I can get this working as I'm not a fan of the Afterburner interface and there are still too many issues with the driver from what I can tell. I'd still like to determine what is causing my BL3 frame rate drop however so if anyone can help get the AB setup working I'd be very grateful.

These are the settings I use:
HrLE3i3.jpg
The two settings outlined in red are the only ones I've activated as they are off by default (though I'm sure you already know that lol). I've disabled RTSS by making sure no setting in the 'Monitoring' tab has 'Show in OSD' selected, I've found RTSS can screw up HDR in some games.

Hope that helps. :)
 
I don't buy the excuse that the game developers have "no time". It's a dishonest claim.

Its exactly what happened in the CPU space. Ability was there to code with multiple threads for years. Most games didnt utilise it so it was overlooked. CPUs reached ceiling of 4-5Ghz. Chip makers resort to adding more cores. Low and behold 2019 games are starting to be forced to use more resources. With the number of streamers and content creators now being the new garlic bread, its precisely what is required. Hardware is there (was years ago), developers are now catching up. Multi-GPU is same just need more adoption.

When SLI/Crossfire first came out I thought it was great as you could buy a GPU with your budget, then a year down the line get the same one which should be cheaper and add it to your system. This was the point in buying mobo's that supported it. If you get let down by driver support, lack of games implementing it then its going to be hit and miss. I still like the idea, especially now if software can find use such as encoding/rendering and compute tasks.
 
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