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guru3dDoom Vulkan Benchmarks

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Ask nv why its that bad. My point is just it wont get much better with pascal anyway. It will get eg the drawcall benefits in rts but eg asynch is going nowhere because of hardware and dev cost.
It takes 3 years to develop an asynch ready engine even for an arch that is made for it like gcn. And only because of consoles. Who beliewes ID made this because of amd pc gfx?
Often Devs do something simply because it's the state of the art and they can.

If you saw these guys at the presentations it's pretty obvious it's a huge ego thing to code with the latest and greatest API's. They stand up there with their chests puffed out telling everyone how awesome DX12 and Vulkan (and before that Mantle) is but they are also very proud to be considered experts in the latest and greatest gaming API.
 
So correction on my impressions playing on the Q6600/R9-270X rig. In combat it really sticks more to the 50-60 FPS range, only occasionally dipping into the 40s and never into the 30s. So pretty smooth, overall. Also, the 270X is slightly overclocked to 1100 MHz on the core, should probably disclose that.

Haven't tested with OpenGL to see how that compares. I should probably do that.
 
Actually, NVIDIA's drivers had excellent su

pport for Doom on day 1, see how well it did in OpenGL relative to the competition which had utterly broken OpenGL drivers.

The (relatively) poor performance on the Vulkan codepath for NVIDIA has nothing to do with NVIDIA's drivers, IMO, as a lot of what the driver handled before is now handled explicitly by the developer.

The Vulkan codepath for Doom is optimized and tweaked for AMD hardware as that codepath likely is a port/derivative of the console codepath.

Saying it all comes down to drivers is insulting, really shows lack of understanding of the situation here. They were probably 'asked' to release this Vulkan Update before GTX 1060's launch, ready or not. Wouldn't surprise me if future updates (months from now) improve Pascal's performance.

With a hand on your heart just tell me, this looks like "extracting all performance out of the hardware" to you?

This is 100% ID Tech fault, trying to blame it on Nvidia drivers is a pittyfull justification by AMD lovers, thats no how low apis work. If 40 fps can be archived by a old, inefficient high level api, them the same can be archived by a new, highly efficient low level api with the right devs work, there is no excuse for the loss of performance, i can fully accept that AMD cards gain MORE fps can Nvidia ones, but not this.

Its VERY funny how Gameworks bashers are defending this ID Tech dissaster and trying to blame it on Nvidia drivers, its VERY funny.
Well, yes, but the fact is, it works better with OGL, they cant even do memgr right?



You are trying to compare a High Level API Driver, like OpenGL/DX9 to a Low Level API driver like Vulkan, ITS NOT THE SAME, the driver is there to expose the features to applications, but ITS NOT THE SAME, and that is the point actually. There is not much, if any, you can do to improve performance by drivers here, you can expose new features, new extensions, but no much else.

So considering that Nvidia released new drivers which improved Vulkan performance by a lot with no game updates, can we stop saying that id was at fault and just be glad that Nvidia now has better Vulkan drivers?
 
So considering that Nvidia released new drivers which improved Vulkan performance by a lot with no game updates, can we stop saying that id was at fault and just be glad that Nvidia now has better Vulkan drivers?

seen one other person say this. Where?
 
The 1060 is now faster in DOOM than the RX 480 when both using Vulkan.

This is very interesting. I personally wasn't expecting a situation like that based on the compute capabilities of the rx 480 and so.

Kepler loses performance and maxwell 2.0 gains performance. Anyone knows if maxwell 1.0 gains or loses performance?
 
So do you still think low metal api's are "poison to pc gaming"?

Yes, 100%. It's a whole lot of extra work for developers that only sometimes (like in the case of Doom) yields a benefit. A lot of DX12 games are still broken/slower than their DX11 versions.

I would rather the effort goes towards supporting things like SLI/XFire rather than on these low level APIs. I hate that SLI/XFire have basically become non-starters for many games at this point.
 
There's also still the question of what happens going forwards with new GFX architectures. GPUs in 5/10+ years won't look all that similar to how they look now. Quite a good reason to keep a broadly GPU detail agnostic path around.

I guess that at least there weren't any big problems with Polaris/Pascal, but they didn't change all that much in architectural terms.
 
With Nvidia moving away from SLI (GTX1060, and no quad 1070/1080 SLI), and with no new dual-gpu cards from them -we will not see better but worse SLI/XFire support from developers. We need new APIs and SLI. We need Nvidia to step up their game.
 
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With Nvidia moving away from SLI (GTX1060, and no quad 1070/1080 SLI), and with no new dual-gpu cards from them -we will not see better but worse SLI/XFire support from developers. We need new APIs and SLI. We need Nvidia to step up their game.

mGPU is actually built into DX12, meaning AMD and Nvidia can move away from vendor-specific mGPU methods with that API at least. Problem is that Vulkan doesn't have mGPU built in, as far as I'm aware.
 
Yes, 100%. It's a whole lot of extra work for developers that only sometimes (like in the case of Doom) yields a benefit. A lot of DX12 games are still broken/slower than their DX11 versions.

I would rather the effort goes towards supporting things like SLI/XFire rather than on these low level APIs. I hate that SLI/XFire have basically become non-starters for many games at this point.

this again. A whole lot of extra work. Like dx11 wasn't work. Its always work. The only problem with dx12 in that aspect is dx11. And the only problem with dx11 was dx10/9.


sweclockers is using 372.54. But I had dismissed those results because the numbers were too high. Even for ultra settings I think.

http://www.hardocp.com/article/2016/07/19/nvidia_geforce_gtx_1060_founders_edition_review/4

https://www.youtube.com/watch?v=AhyaHUahAPU

https://youtu.be/8UuTdNAJPio?t=6m36s

My guess is they are using a simple no action run through or something similar.
 
Have people looked at the numbers??

The OpenGL and Vulkan scores are around the same for the GTX1060 cards??

Even the Fury X is faster than a GTX1070 still.
 
No. On the new driver it is 10% faster then fury X.

the link doesn't show this. What you are saying amounts to nothing without actual evidence. The scores are mostly still the same even with the suspicious nature of the numbers. The major difference maybe is 1060 vs 480 but those don't look right. So where are the benchmarks with 372.70?
 
this again. A whole lot of extra work. Like dx11 wasn't work. Its always work. The only problem with dx12 in that aspect is dx11. And the only problem with dx11 was dx10/9.

The difference is it requires the developer to do more of that work as less of the optimisations are done by the gpu drivers. Buy a new gpu and you know your favourite gpu maker will make it work on older games as it's in their interests if they want to sell the gpu. However buy an old DX12/vulcan game and you have no chance of the dev doing any work to get their too the metal code working with your new gpu as they no longer care (it's an old game, no money in it).
 
Actually, NVIDIA's drivers had excellent support for Doom on day 1, see how well it did in OpenGL relative to the competition which had utterly broken OpenGL drivers.

The (relatively) poor performance on the Vulkan codepath for NVIDIA has nothing to do with NVIDIA's drivers, IMO, as a lot of what the driver handled before is now handled explicitly by the developer.

The Vulkan codepath for Doom is optimized and tweaked for AMD hardware as that codepath likely is a port/derivative of the console codepath.
Nice, good to see the GTX 1060 shining.

Admit that you were wrong.
 
No. On the new driver it is 10% faster then fury X.

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Look at the OpenGL and Vulkan numbers. At 1920X1080,the GTX1060 is still slower than a RX480,but only shows a 3% increase over OpenGL using Vulkan. At 2560X1440,it moves a bit ahead but the Vulkan and OpenGL numbers are exactly the same. The Fury X is still faster than a GTX1070.
 
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Look at the OpenGL and Vulkan numbers. At 1920X1080,the GTX1060 is still slower than a RX480,but only shows a 3% increase over OpenGL using Vulkan. At 2560X1440,it moves a bit ahead but the Vulkan and OpenGL numbers are exactly the same. The Fury X is still faster than a GTX1070.

But the minimum is a fair bit higher so to me its still the faster card with all things considered.
 
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