Smoothness is a multi-faceted thing though not measurable by one indicator.
That's why FCAT was created. Just so happens it (FCAT) now shows how far ahead Mantle is compared to shoddy DX11 in this title.
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Smoothness is a multi-faceted thing though not measurable by one indicator.
I don't think you got my point, Matt.
I don't think you got my point, Matt.
Edit: oh you're talking multi-GPU. I thought we were talking single GPU. Never mind.
Oh btw, these results are very accurate . You see Dice and Johan Andersson implemented FCAT into Battlefield 4. So when i post my benchmarks (PG Tips as well) this is using Nvidia's FCAT method. So its about as accurate and consistent as you get. The lower stuttering MS you see, the better the experience. This is why when it comes to multi gpu Mantle is in a league of its own...at least until DX12 gets here anyway.
Source
http://www.pcper.com/reviews/Graphi...eld-4-Mantle-CrossFire-Early-Performance-FCAT
FLA Calc won't load for me. The circle just keeps spinning after double clicking the .exe.
Fraps work with mantle?
Oh, I don't play BF4 much, but Mantle seems to be working pretty well with 79xx now, though I'm pretty sure the vram thing rears it's head after a map or two.
DX11 seems to be a lot slower than I remember it.
You might need net framework petey, maybe 3.5 or something. Try running it as admin too.
Fraps does not work with Mantle. Its perfoverlay.framefilelogenable or the highway at the moment im afraid.
How many times do I have to install .net?![]()
Tried admin too.
Of course, i made that pretty clear from the start. Single gpu will always give a consistent performance generally as its only one gpu outputting frames. If there is stuttering on a single gpu, its usually either a driver or game issue. When you throw two gpu's into the mix, you can add an API issue to that list as well.
From HardOcp who were big on Crossfire being a stutter fest. All games tested in DX.
" Let’s talk about smoothness in gameplay in CrossFire versus SLI. With the AMD R9 290X series AMD fully supports Frame Pacing in Eyefinity and 4K. This option is enabled by default. Our feedback on this technology is that Frame Pacing works well to reduce choppiness and create a smooth and fluid gameplay experience with R9 290X CrossFire. We did not experience any choppiness or stuttering with R9 290X CrossFire like we do with the previous generation. There isn’t much to say on this topic anymore because with R9 290X CrossFire it just works, and it does a good job at it.
We only experienced one stuttering situation and that was with NVIDIA GeForce GTX 780 Ti SLI in Far Cry 3 at 4K. This could simply be a bug, but we did experience it, and it did affect the in-game settings we were able to play at. Overall, the smoothness between SLI and CrossFire in every game seems to be on par now. We have no major complaints."
http://hardocp.com/article/2014/01/26/xfx_r9_290x_double_dissipation_edition_crossfire_review/11#.U3uCeijcgnw
From HardOcp who were big on Crossfire being a stutter fest. All games tested in DX.
" Let’s talk about smoothness in gameplay in CrossFire versus SLI. With the AMD R9 290X series AMD fully supports Frame Pacing in Eyefinity and 4K. This option is enabled by default. Our feedback on this technology is that Frame Pacing works well to reduce choppiness and create a smooth and fluid gameplay experience with R9 290X CrossFire. We did not experience any choppiness or stuttering with R9 290X CrossFire like we do with the previous generation. There isn’t much to say on this topic anymore because with R9 290X CrossFire it just works, and it does a good job at it.
We only experienced one stuttering situation and that was with NVIDIA GeForce GTX 780 Ti SLI in Far Cry 3 at 4K. This could simply be a bug, but we did experience it, and it did affect the in-game settings we were able to play at. Overall, the smoothness between SLI and CrossFire in every game seems to be on par now. We have no major complaints."
http://hardocp.com/article/2014/01/26/xfx_r9_290x_double_dissipation_edition_crossfire_review/11#.U3uCeijcgnw
Smoothness is dependant on user perception, you don't know how bad it is until you've tried better kind of situation. Similar things were said of gsync, in that what you would have classed as smooth before using it simply wouldn't be acceptable after exposure to it.