Smurfman256
Member
Ah I see. I'm using TSAA but don't see any async option, is it automatic?
yep
Ah I see. I'm using TSAA but don't see any async option, is it automatic?
So after some testing with Vsync off there is no tearing. OpenGL has visible tearing with vsync off. Can anyone confirm this?
To me it seems to confirm that Vulkan does not run in exclusive fullscreen mode.
Ah I see. I'm using TSAA but don't see any async option, is it automatic?
When using Vulkan and AMD hardware yes it should be automatic. They are supposed to be working on getting Async working with other AA options. No word on when Async support will come to NVIDIA cards in Doom.
Huh, wasn't aware Fury X's pure specs were so far ahead of its time. Well good for AMD owners, hoping this kind of thing happens more often in the future although I'm not on AMD anymore.
When using Vulkan and AMD hardware yes it should be automatic. They are supposed to be working on getting Async working with other AA options. No word on when Async support will come to NVIDIA cards in Doom.
There's an Nvidia driver coming out later this week - Wouldn't be surprised if there's some DOOM related stuff in there. Might not be more than upping Vulkan support to 1.0.17, but the bethesda.net moderators have said that they're working with Nvidia for a driver update that'll bring async compute to GeForce cards.
Huh, wasn't aware Fury X's pure specs were so far ahead of its time. Well good for AMD owners, hoping this kind of thing happens more often in the future although I'm not on AMD anymore.
Doom VK is somewhat of an isolated case though as we're not seeing the same relative performance in any other benchmark of a VK or D3D12 renderer. I wonder if Doom's VK renderer is primarily limited by memory bandwidth which AMD cards typically have a lot more of than their NV's counterparts.
only pascal. maxwell cant benefit from async compute. we dont yet know exactly if/how much pascal can benefit from async compute yet either
What's the part that makes Pascal capable of benefiting from asynch compute contrary to Maxwell? I thought they were mostly the same architecture only Pascal on a smaller die.
A lot of benchers honestly still have no idea about PPAAs and disdain them in some uninformed way I think or are just lazy to inform themselves. They come from the era of SSAA and MSAA etc. and have yet to come to terms with modern engines and or get up to speed with these things.Why do people insist on testing Doom with SMAA?
Doom VK is somewhat of an isolated case though as we're not seeing the same relative performance in any other benchmark of a VK or D3D12 renderer. I wonder if Doom's VK renderer is primarily limited by memory bandwidth which AMD cards typically have a lot more of than their NV's counterparts.
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.What's the part that makes Pascal capable of benefiting from asynch compute contrary to Maxwell? I thought they were mostly the same architecture only Pascal on a smaller die.
Quantum break.
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.
There's still a lot of misunderstanding around the h/w side of compute execution though stemming from AMD's overagressive and sometimes blatantly wrong PR on the topic. Maxwell can benefit from async compute and it can run it concurrently with graphics on the same SM as a graphics context. But thing is - Maxwell is already doing this in all APIs so this won't lead to any gains in DX12/VK. What Maxwell can't benefit from is the API side multiengine submission - because for Maxwell to run these engines simultaneously it'll need a separate SM partition dedicated to them during the whole renderer activity which will result in a performance loss more often than gain.
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Not seeing it. 1070 ~ Fury X, 480 is only a bit faster than 980. Certainly not to the level of those CB.de benchmarks.
i dont believe this is correct
Ok with Vulkan the fps in the foundry level rarely go below 90 for me.
Before it got down to 60 or below at times.
Mostly it's around 120 and 140 fps... either the counter isn't working right, or it really boosted my framerate about 30 fps...
R9 380 4GB
i5 3,3GHz
16 GB DDR3 RAM
Have to test more.
Pascal have dynamic SM reallocation allowing it to perform compute concurrently with graphics when it may result in a speed up. Maxwell's allocation is static and as such leads to performance loss in most cases since it's hard to find a game where there's a steady stream of compute commands to perform alongside graphics.
There's still a lot of misunderstanding around the h/w side of compute execution though stemming from AMD's overagressive and sometimes blatantly wrong PR on the topic. Maxwell can benefit from async compute and it can run it concurrently with graphics on the same SM as a graphics context. But thing is - Maxwell is already doing this in all APIs so this won't lead to any gains in DX12/VK. What Maxwell can't benefit from is the API side multiengine submission - because for Maxwell to run these engines simultaneously it'll need a separate SM partition dedicated to them during the whole renderer activity which will result in a performance loss more often than gain.
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Not seeing it. 1070 ~ Fury X, 480 is only a bit faster than 980. Certainly not to the level of those CB.de benchmarks.
Working just fine, AMD OpenGL drivers held you back quite a bit. Check the in-game stats to see if you are being mostly CPU or GPU limited now with Vulkan, I'm guessing that low CPU clock is holding you back a bit in some areas.
Hmm, just started this and I'm noticing some input delay with VSync off? The mouse movement feels off.
EDIT: +set m_smooth 0 in the Steam launch options fixes it
EDIT: Still doesn't feel completely normal, is there anything else I can do?
EDIT: And I just crashed with an unhandled exception, not the best start!
What don't you believe? There are several warps active on each SM at any given moment (64 for Maxwell and Pascal IIRC). Graphics context can run compute warps as well as anything else since it's the fattest context type available. New instructions can be issued before previously issued ones finish which provides the asynchronicity and allows them to run concurrently when possible with the help of driver side compiler. It's essentially the same thing which happen on GCN, the main difference is that warps have to use the same context and the stream scheduling is static meaning that the driver have to prepare these warps for execution in such a way which makes this concurrency possible.
I believe there was some application of this concurrency proposed to be used in Frostbite in the future. The obvious benefit here is that essentially all modern h/w support it and the performance results are generally predictable without the need for separate tweaking for each platform available.
1. So I am noticing some performance regressions with Vulkan over OpenGL in certain situations. For example, at the very very beginning of the Lazarus Labs chapter, when I move back to get into the elevator and then look towards the room the FPS is 150 with OpenGL but 130 with Vulkan. Is this normal?
2. Also, when running the game at max settings at 1080p, including setting manually a couple of settings like texture resolution and shadows to the hidden nightmare setting, I am getting in very heavy firefights some FPS drops down to almost 60 FPS. Is this expected? (EDIT: Vulkan)
Geforce 1070
Skylake i7 6700k OCed to 4.7 GhZ
16 GB of DDR Ram at 3200 Mhz
1. So I am noticing some performance regressions with Vulkan over OpenGL in certain situations. For example, at the very very beginning of the Lazarus Labs chapter, when I move back to get into the elevator and then look towards the room the FPS is 150 with OpenGL but 130 with Vulkan. Is this normal?
2. Also, when running the game at max settings at 1080p, including setting manually a couple of settings like texture resolution and shadows to the hidden nightmare setting, I am getting in very heavy firefights some FPS drops down to almost 60 FPS. Is this expected? (EDIT: Vulkan)
Geforce 1070
Skylake i7 6700k OCed to 4.7 GhZ
16 GB of DDR Ram at 3200 Mhz
Another game that benefits AMD alot is hitman (yes, i know, AMD gaming game).
maxwell can schedule compute jobs in the graphics queue but they have to run on an SM partitioned in compute mode. at the beginning of each command list the SMs will be partitioned into either graphics or compute. if the graphics SMs finish before compute they have to sit idle until the command list finishes. this is what was improved with pascal. SMs can be repartitioned into compute mode without having to flush the command list.
i was coming in here to ask if anyone had experience a crash but it seems it's quite common. was playing the game for a bit earlier and the game instantly crashed to the desktop. no freeze or anything. the game just instantly quit and a box came up saying i should submit a bug report (not sure i done it right).
i was towards the end of the argent facility when it crashed. my PC is i7-6700K (OC'd to 4.5Ghz), 16GB 2933 DDR4, GTX 1070. after it crashed i noticed there was an update for GPU drivers so i wasn't running the very latest ones (368.81) but the ones before that. not sure what version.
the game is fully updated on steam but i am not using Vulkan since i'm only playing at 60Hz and nvidia cards haven't really got much an improvement on Vulkan so there is no point.
my first thought was that it was instability of my CPU's OC but having looked into it seems the game likes to crash like this.
for what it's worth here is the crash log i got:
Callstack Function(desc) Line Bytes File Process Address
--------------------------- ---- ----- ---- ------- -------
** UNKNOWN **(** FUNC_PARAM_ERROR **) ... + 0x4abd7000 ?
wglewIsSupported() ... + 0x59ef6a67 DOOMx64.exe
wglewIsSupported() ... + 0x59eb2760 DOOMx64.exe
wglewIsSupported() ... + 0x59eb319f DOOMx64.exe
wglewIsSupported() ... + 0x59e6f4c3 DOOMx64.exe
wglewIsSupported() ... + 0x59ea780e DOOMx64.exe
wglewIsSupported() ... + 0x59ea824a DOOMx64.exe
wglewIsSupported() ... + 0x59e646df DOOMx64.exe
wglewIsSupported() ... + 0x59ea0057 DOOMx64.exe
wglewIsSupported() ... + 0x59ea2141 DOOMx64.exe
GetGameSystemInterface() ... + 0x59bf18cd DOOMx64.exe
BaseThreadInitThunk() ... + 0xc61b8102 KERNEL32.DLL
RtlUserThreadStart() ... + 0xc8c3c5b4 ntdll.dll
Register Info
---------------------------
EDI: 0x000000004DAF2B50 ESI: 0x0000000000000001 EAX: 0x00000000452B5F80
EBX: 0x000000004DB35450 ECX: 0x00000000452BBAD8 EDX: 0x0000000000000000
EIP: 0x000000004ABD7000 EBP: 0x000000000A4EFDE9 SegCs: 0x0000000000000033
EFlags: 0x0000000000010206 ESP: 0x000000000A4EFCC8 SegSs: 0x000000000000002B
Exception Info
---------------------------
ExpCode: 0xC0000005 (Access Violation)
ExpFlags: 0
ExpAddress: 0x000000004ABD7000
Build & Runtime Info
---------------------------
User: ******
Version: 20160706-141600-denim-ginger
File Path: C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe
System Time: 7/15/2016 16:44:48
Build String: 20160706-141600-denim-ginger
VT File Path:
VMTR Override: generated/pagefiles
Launch Command: "C:\Program Files (x86)\Steam\steamapps\common\DOOM\DOOMx64.exe"
Memory Info
---------------------------
In Use: 48%
MB Physical RAM: 16344
MB Physical Free: 8406
MB Paging File: 18776
MB Paging Free: 6734
MB User Address: 134217728
MB User Free: 134209586
CPU Info
---------------------------
Num Packages: 1
Num Cores: 4
Num Logical: 8
CPU ID: Generic
CPU MHz: 4008
You can post the crash log on the Bethesda.net forums. The game is very crash prone for me also, and as much as I'd like to keep playing, I'm going to wait for another patch before I touch the game again.
copy pasted my post from Bethesda forumsEvery time I launch Chrome after alt+tabbing out my game will lock to 20 fps and I can't do anything but restart game. Didn't happen when using OpenGL and doesn't happen with other programs.
Specs: i7 4720HQ, 16GB RAM, GTX970M, Windows 10
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Also CPU won't turbo anymore til I close the game. So it's stuck at 2.6GHz.
Edit: Launching Chrome is sure way to trigger this, but it also happens when I had Chrome already open before Doom and I do certain actions there. I have no idea what though, seems random-ish.
I have a 1070, and using Vulkan makes my framerate really unstable with vsync on. I've already played through the game once on OpenGL with vsync and had no issues, everything stayed locked at 60 with no stutters. But Vulkan feels like a mess.
Is there any reason the textures need an eternity to load or is there a problem on my end? Every time an enemy with new textures pops up, it looks blurry as hell. Also when starting the game, it first looks like a PS2 game and then slowly loads the textures in.
The crashing with this game has eroded my goodwill towards it. Getting towards the end and I now just hope I get through a combat section to make a checkpoint before it crashes on me, and it sure seems like the further I get in the game, the more it crashes.
I'm very glad I didn't pay full price, regardless of how good the gameplay is.