http://www.pcper.com/reviews/Graphi...ils-Capture-based-Graphics-Performance-Testin
Single GPU Configurations Performance as Expected
Todays results focus on the Radeon HD 7970 GHz Edition and the NVIDIA GeForce GTX 680 as well as their SLI/CrossFire options, but lets start with a quick talk about the results we see with the single card and single GPU configurations. Frame Rating still tells an interesting and unique story compared to FRAPS and thanks to some of our data analysis, (Min FPS percentiles, International Stutter Units) the HD 7970 and GTX 680 compare different than they might otherwise.
We definitely cant say the same for the multi-GPU results, but when using only a single GPU both AMD and NVIDIA platforms show consistent results on a run to run basis as well as when we compare Frame Rating to the traditional FRAPS average frame rates and frame times. When we showed you the FRAPS graph followed by the Observed FPS graphics you should have seen that both the single GTX 680 and the single HD 7970 are basically the same on both.
Frame time graphs are going to be different due to the different locations in the graphics pipeline in which the frame times are measured between FRAPS and our capture solution, but generally both versions tell a similar story. If there is hitching or stutter found using the FRAPS time stamps then our at-the-display data will show the same thing, but maybe at different specific locations. Patterns are the key to find though as very few gamers are really just playing a game for 60 seconds at a time, let alone the same 60 seconds over and over.
The overall picture comparing the two cards indicates that the AMD Radeon HD 7970 GHz Edition is a faster card for gaming at 1920x1080, 2560x1440 and 5760x1080 triple-monitor resolutions. In Battlefield 3 the performance gap between the HD 7970 and GTX 680 was small at 19x10 and 25x14 but expanded to a larger margin at 57x10 (19%). AMDs HD 7970 also shows less frame to frame variance in the BF3 than the GTX 680. This same pattern is seen in Crysis 3 as well, though at 5760x1080 we are only getting frame rates of 13 and 16 on average, getting the HD 7970 a 23% advantage.
DiRT 3 performed very well on both cards even at the 5760x1080 resolution though AMDs HD 7970 maintained a small advantage. Far Cry 3 was much more varied with the GTX 680 taking the lead at 1920x1080 (20%) but at 2560x1440 and 5760x1080 the cards change places giving the HD 7970 the lead. Skyrim was another game that saw small performance leads for AMD at higher resolutions though I did find there to be less frame time variance on the GTX 680 system which provided a better overall experience for game that can run on most discrete GPUs on the market today.
Finally, one of the newest games to our test suite, Sleeping Dogs, the AMD Radeon HD 7970 holds a sizeable advantage across the board of the three tested resolutions. The margins are 34% at 1920x1080, 37% at 2560x1440 and 23% when using triple displays.
While some people might have assumed that this new testing methodology would paint a prettier picture of NVIDIAs current GPU lineup across the board (due to its involvement in some tools), with single card configurations nothing much is changing in how we view these comparisons. The Radeon HD 7970 GHz Edition and its 3GB frame buffer is still a faster graphics card than a stock GeForce GTX 680 2GB GPU. In my testing there was only a couple of instances in which the experience on the GTX 680 was faster or smoother than the HD 7970 at 1920x1080, 2560x1440 or even 5760x1080.
AMD CrossFire Performance - A Bridge over Trouble Water?
Where AMD has definite issues is with HD 7970s in CrossFire, and our Frame Rating testing is bringing that to light in a startling fashion. In half of our tested games, the pair of Radeon HD 7970s in CrossFire showed no appreciable measured or observed increase in performance compared to a single HD 7970. I cannot overstate that point more precisely: our results showed that in Battlefield 3, Crysis 3 and Sleeping Dogs, adding in another $400+ Radeon HD 7970 did nothing to improve your gaming experience, and in some cases made it worse by introducing frame time variances that lead to stutter. Take a look at some of our graphs on those game pages and compare the FRAPS FPS result to the Observed FPS result that calculates an average frame rate per second after removing runts and drops. Clearly the performance of the dual-card configuration is only barely faster than the single card, removing the scaling of CrossFire. This occurs at 1920x1080 and 2560x1440 on those three games and actually happens several times on DiRT 3 but only at 2560x1440 (which actually leads me to believe this is a GPU performance issue, not a CPU performance issue).
It is worth pointing out that this does not necessarily mean you wont have a fluid gaming experience on an AMD CrossFire configuration. Sleeping Dogs at 2560x1440 is a perfect example of this: CrossFire shows nearly 50% of the frames as runts, cutting the average frame rate in half, but those non-runt frames are actually delivered in a consistent manner. But a smooth gaming experience at 33 FPS on average on two HD 7970s in CrossFire doesnt sound that good when you can get the same smooth experience at 33 FPS average with a single HD 7970. Dual GeForce GTX 680s in SLI on the other produce a fluid animation in Sleeping Dogs at 46 FPS.
In Far Cry 3 and Skyrim we did not have this problem with our performance metrics since we didnt see large numbers of runts or drops in our testing. For Far Cry 3 in particular, the AMD cards had quite a bit more frame time variance (leading to stutter, non-fluid gameplay) with even the single HD 7970 getting higher marks on the International Stutter Units (ISU) graph than the GTX 680s in SLI.
The second major concern for AMD CrossFire users occurs when you enable triple-monitor configurations with Eyefinity. In every single game we tested, even Skyrim, DiRT3 and Far Cry 3 that didnt show major runt issues on single monitor resolutions, just about every other frame of the game was being dropped. Just like the runt frame issue we mentioned above, the Eyefinity drop problem basically means you are running your 5760x1080 configuration at the performance level of a single HD 7970 even though you have invested twice the money AND that other performance software (in-game tests, FRAPS) are telling you differently. The results are so bad in fact from the recorded video that the FCAT Perl scripts arent quite able to decipher them because it thinks it is a poor capture; we can assure you that is not the case.
As much as we told you the single card results continued to favor AMDs Radeon HD 7970 GHz Edition, the CrossFire results here counter that. As a buyer of a high end graphics card that will cost you over $400, the assurance of being able to run a multi-GPU solution to improve performance were not just insinuated, but verbally given. At this point, it is fair to say that AMD is not living up to its promises.
NVIDIA SLI Performance How we expected multi-GPU to work
The NVIDIA GeForce GTX 680 looks slower than the HD 7970 in our single GPU comparisons, but that all changes when we compare dual-GPU to dual-GPU in this category. While AMDs solution showed thousands of runt frames on BF3, Crysis 3 and Sleeping Dogs (two of which are AMD Gaming Evolved titles), NVIDIAs SLI was able to handle scaling without a problem. Battlefield 3 at 2560x1440 goes from an average of 57 FPS on one GTX 680 to 100 FPS on two of them; Crysis 3 at 1920x1080 scales from 31 FPS to 56 FPS; Sleeping Dogs goes from 24 to 46 FPS at 2560x1440. And it is able to do so without massive frame time variance, which means the animations are not only improved by better frame rates but are still nearly as smooth as the single card options.
The secret to NVIDIAs success lies it the hardware frame metering technology that it has built into the SLI infrastructure since the beginning, but is only just recently coming to light. Apparently a combination of both hardware on the GPU and software in the driver, the frame metering technologys sole purpose to balance the output of frames from the GPU to the display in such a way to provide the best animation possible and balance performance and input latency.
In my talks with AMD before this article went live they told us that they were simply doing what the game engine told them to do displaying frames as soon as they were available. Well as we can clearly see with the runts in more than half of our tested games, display a frame too early can be just as detrimental as display it too late. Without the ability to balance the two GPUs output (or three or four) you will run into these problems and in fact we have seen the same thing happen with NVIDIA cards when metering is disabled. We are hoping that NVIDIA will give us the option to disable it and run some more Frame Rating tests to see how they compare in the near future.
In a couple games, Far Cry 3 and DiRT 3 on occasion, CrossFire is working as we would expect it to. Skyrim does not exhibit the runt problem but it also doesnt seem to scale at all over a single GPU either. The inconsistency of this behavior might be just as troubling if my theory is correct. In Skyrim, Far Cry 3 and DiRT 3 at low resolutions, it would appear that the CPU may be the primary bottleneck for performance, and for Far Cry 3, a game that has numerous other technical issues, this maybe be why CrossFire is actually working. An artificial limiter on the game engine that helps meter out requests for frames to be rendered would essentially act like the hardware frame metering in NVIDIAs SLI GPUs allowing for a better overall experience. In games like BF3, Crysis 3 and Sleeping Dogs where the GPU is in more demand, the AMD hardware/software combination is the limiting point in the pipeline and this is where the AMD solution falters.
Vsync Only a Partial Answer
When I posted my preview of these results during the launch of the GeForce GTX Titan, many of you wanted to know what effects Vsync would have on the runts and frame time variance. As it turns out, Vsync can in fact improve the situation for AMDs CrossFire pretty dramatically, but still leaves a lot of problems on the table. By doing metering on the frame rendering times of all GPU combinations including CrossFire, it is able to remove the runts from our captures and from affecting performance. Take a look at the results in Crysis 3 at 1920x1080 on the Radeon HD 7970s in CrossFire to see the other emerging issue though: drastically increased frame time variance. The constant shifting between 16ms and 33ms frame times means that you will often see stuttering animation even when the GPU has performance to handle higher or even more consistent frame rates.
To be fair, this same effect happens to NVIDIAs GTX 680s in SLI. The only difference is NVIDIA has some options to try to fix it called Adaptive Vsync and Smooth Vsync. Both are activated through the NVIDIA Control Panel but Smooth Vsync is only available for SLI users (we are hoping this will be added for single GPU users as well soon). The Adaptive Vsync fixes the frame times at your display refresh rate (16ms, 60 Hz most of the time) anytime your frame rate would be higher than 60 FPS but then allows the engine to essentially turn off Vsync under 60 FPS so you dont get the dramatic stuttering. Smooth Vsync is a little known feature that attempts to only change the frame rate / frame times when it knows it will have extended periods of available performance.
In some select instances for AMD's CrossFire we can actually see a completely resolved frame variance result, as demonstrated with the Battlefield 3 2560x1440 graphs. But Vsync still introduces other problems to latency and interactivity of PC games and is a topic we are going to dive into again soon.
Single GPU Configurations Performance as Expected
Todays results focus on the Radeon HD 7970 GHz Edition and the NVIDIA GeForce GTX 680 as well as their SLI/CrossFire options, but lets start with a quick talk about the results we see with the single card and single GPU configurations. Frame Rating still tells an interesting and unique story compared to FRAPS and thanks to some of our data analysis, (Min FPS percentiles, International Stutter Units) the HD 7970 and GTX 680 compare different than they might otherwise.
We definitely cant say the same for the multi-GPU results, but when using only a single GPU both AMD and NVIDIA platforms show consistent results on a run to run basis as well as when we compare Frame Rating to the traditional FRAPS average frame rates and frame times. When we showed you the FRAPS graph followed by the Observed FPS graphics you should have seen that both the single GTX 680 and the single HD 7970 are basically the same on both.
Frame time graphs are going to be different due to the different locations in the graphics pipeline in which the frame times are measured between FRAPS and our capture solution, but generally both versions tell a similar story. If there is hitching or stutter found using the FRAPS time stamps then our at-the-display data will show the same thing, but maybe at different specific locations. Patterns are the key to find though as very few gamers are really just playing a game for 60 seconds at a time, let alone the same 60 seconds over and over.
The overall picture comparing the two cards indicates that the AMD Radeon HD 7970 GHz Edition is a faster card for gaming at 1920x1080, 2560x1440 and 5760x1080 triple-monitor resolutions. In Battlefield 3 the performance gap between the HD 7970 and GTX 680 was small at 19x10 and 25x14 but expanded to a larger margin at 57x10 (19%). AMDs HD 7970 also shows less frame to frame variance in the BF3 than the GTX 680. This same pattern is seen in Crysis 3 as well, though at 5760x1080 we are only getting frame rates of 13 and 16 on average, getting the HD 7970 a 23% advantage.
DiRT 3 performed very well on both cards even at the 5760x1080 resolution though AMDs HD 7970 maintained a small advantage. Far Cry 3 was much more varied with the GTX 680 taking the lead at 1920x1080 (20%) but at 2560x1440 and 5760x1080 the cards change places giving the HD 7970 the lead. Skyrim was another game that saw small performance leads for AMD at higher resolutions though I did find there to be less frame time variance on the GTX 680 system which provided a better overall experience for game that can run on most discrete GPUs on the market today.
Finally, one of the newest games to our test suite, Sleeping Dogs, the AMD Radeon HD 7970 holds a sizeable advantage across the board of the three tested resolutions. The margins are 34% at 1920x1080, 37% at 2560x1440 and 23% when using triple displays.
While some people might have assumed that this new testing methodology would paint a prettier picture of NVIDIAs current GPU lineup across the board (due to its involvement in some tools), with single card configurations nothing much is changing in how we view these comparisons. The Radeon HD 7970 GHz Edition and its 3GB frame buffer is still a faster graphics card than a stock GeForce GTX 680 2GB GPU. In my testing there was only a couple of instances in which the experience on the GTX 680 was faster or smoother than the HD 7970 at 1920x1080, 2560x1440 or even 5760x1080.
AMD CrossFire Performance - A Bridge over Trouble Water?
Where AMD has definite issues is with HD 7970s in CrossFire, and our Frame Rating testing is bringing that to light in a startling fashion. In half of our tested games, the pair of Radeon HD 7970s in CrossFire showed no appreciable measured or observed increase in performance compared to a single HD 7970. I cannot overstate that point more precisely: our results showed that in Battlefield 3, Crysis 3 and Sleeping Dogs, adding in another $400+ Radeon HD 7970 did nothing to improve your gaming experience, and in some cases made it worse by introducing frame time variances that lead to stutter. Take a look at some of our graphs on those game pages and compare the FRAPS FPS result to the Observed FPS result that calculates an average frame rate per second after removing runts and drops. Clearly the performance of the dual-card configuration is only barely faster than the single card, removing the scaling of CrossFire. This occurs at 1920x1080 and 2560x1440 on those three games and actually happens several times on DiRT 3 but only at 2560x1440 (which actually leads me to believe this is a GPU performance issue, not a CPU performance issue).
It is worth pointing out that this does not necessarily mean you wont have a fluid gaming experience on an AMD CrossFire configuration. Sleeping Dogs at 2560x1440 is a perfect example of this: CrossFire shows nearly 50% of the frames as runts, cutting the average frame rate in half, but those non-runt frames are actually delivered in a consistent manner. But a smooth gaming experience at 33 FPS on average on two HD 7970s in CrossFire doesnt sound that good when you can get the same smooth experience at 33 FPS average with a single HD 7970. Dual GeForce GTX 680s in SLI on the other produce a fluid animation in Sleeping Dogs at 46 FPS.
In Far Cry 3 and Skyrim we did not have this problem with our performance metrics since we didnt see large numbers of runts or drops in our testing. For Far Cry 3 in particular, the AMD cards had quite a bit more frame time variance (leading to stutter, non-fluid gameplay) with even the single HD 7970 getting higher marks on the International Stutter Units (ISU) graph than the GTX 680s in SLI.
The second major concern for AMD CrossFire users occurs when you enable triple-monitor configurations with Eyefinity. In every single game we tested, even Skyrim, DiRT3 and Far Cry 3 that didnt show major runt issues on single monitor resolutions, just about every other frame of the game was being dropped. Just like the runt frame issue we mentioned above, the Eyefinity drop problem basically means you are running your 5760x1080 configuration at the performance level of a single HD 7970 even though you have invested twice the money AND that other performance software (in-game tests, FRAPS) are telling you differently. The results are so bad in fact from the recorded video that the FCAT Perl scripts arent quite able to decipher them because it thinks it is a poor capture; we can assure you that is not the case.
As much as we told you the single card results continued to favor AMDs Radeon HD 7970 GHz Edition, the CrossFire results here counter that. As a buyer of a high end graphics card that will cost you over $400, the assurance of being able to run a multi-GPU solution to improve performance were not just insinuated, but verbally given. At this point, it is fair to say that AMD is not living up to its promises.
NVIDIA SLI Performance How we expected multi-GPU to work
The NVIDIA GeForce GTX 680 looks slower than the HD 7970 in our single GPU comparisons, but that all changes when we compare dual-GPU to dual-GPU in this category. While AMDs solution showed thousands of runt frames on BF3, Crysis 3 and Sleeping Dogs (two of which are AMD Gaming Evolved titles), NVIDIAs SLI was able to handle scaling without a problem. Battlefield 3 at 2560x1440 goes from an average of 57 FPS on one GTX 680 to 100 FPS on two of them; Crysis 3 at 1920x1080 scales from 31 FPS to 56 FPS; Sleeping Dogs goes from 24 to 46 FPS at 2560x1440. And it is able to do so without massive frame time variance, which means the animations are not only improved by better frame rates but are still nearly as smooth as the single card options.
The secret to NVIDIAs success lies it the hardware frame metering technology that it has built into the SLI infrastructure since the beginning, but is only just recently coming to light. Apparently a combination of both hardware on the GPU and software in the driver, the frame metering technologys sole purpose to balance the output of frames from the GPU to the display in such a way to provide the best animation possible and balance performance and input latency.
In my talks with AMD before this article went live they told us that they were simply doing what the game engine told them to do displaying frames as soon as they were available. Well as we can clearly see with the runts in more than half of our tested games, display a frame too early can be just as detrimental as display it too late. Without the ability to balance the two GPUs output (or three or four) you will run into these problems and in fact we have seen the same thing happen with NVIDIA cards when metering is disabled. We are hoping that NVIDIA will give us the option to disable it and run some more Frame Rating tests to see how they compare in the near future.
In a couple games, Far Cry 3 and DiRT 3 on occasion, CrossFire is working as we would expect it to. Skyrim does not exhibit the runt problem but it also doesnt seem to scale at all over a single GPU either. The inconsistency of this behavior might be just as troubling if my theory is correct. In Skyrim, Far Cry 3 and DiRT 3 at low resolutions, it would appear that the CPU may be the primary bottleneck for performance, and for Far Cry 3, a game that has numerous other technical issues, this maybe be why CrossFire is actually working. An artificial limiter on the game engine that helps meter out requests for frames to be rendered would essentially act like the hardware frame metering in NVIDIAs SLI GPUs allowing for a better overall experience. In games like BF3, Crysis 3 and Sleeping Dogs where the GPU is in more demand, the AMD hardware/software combination is the limiting point in the pipeline and this is where the AMD solution falters.
Vsync Only a Partial Answer
When I posted my preview of these results during the launch of the GeForce GTX Titan, many of you wanted to know what effects Vsync would have on the runts and frame time variance. As it turns out, Vsync can in fact improve the situation for AMDs CrossFire pretty dramatically, but still leaves a lot of problems on the table. By doing metering on the frame rendering times of all GPU combinations including CrossFire, it is able to remove the runts from our captures and from affecting performance. Take a look at the results in Crysis 3 at 1920x1080 on the Radeon HD 7970s in CrossFire to see the other emerging issue though: drastically increased frame time variance. The constant shifting between 16ms and 33ms frame times means that you will often see stuttering animation even when the GPU has performance to handle higher or even more consistent frame rates.
To be fair, this same effect happens to NVIDIAs GTX 680s in SLI. The only difference is NVIDIA has some options to try to fix it called Adaptive Vsync and Smooth Vsync. Both are activated through the NVIDIA Control Panel but Smooth Vsync is only available for SLI users (we are hoping this will be added for single GPU users as well soon). The Adaptive Vsync fixes the frame times at your display refresh rate (16ms, 60 Hz most of the time) anytime your frame rate would be higher than 60 FPS but then allows the engine to essentially turn off Vsync under 60 FPS so you dont get the dramatic stuttering. Smooth Vsync is a little known feature that attempts to only change the frame rate / frame times when it knows it will have extended periods of available performance.
In some select instances for AMD's CrossFire we can actually see a completely resolved frame variance result, as demonstrated with the Battlefield 3 2560x1440 graphs. But Vsync still introduces other problems to latency and interactivity of PC games and is a topic we are going to dive into again soon.