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3x Fury X Crossfire Developement

Yakk

Supreme [H]ardness
Joined
Nov 5, 2010
Messages
5,810
Saw this pass by on twitter earlier

https://twitter.com/repi?lang=en

CJkufvNUMAAldCf.jpg



What made me take notice is :

(a.) this is Johan Andersson

(b.) looking at the LEDs, all 3 Fury X cards are running flat out 100% :cool::cool::cool:


This is looking good, real good, for upcoming Frostbite Engine games and multi-card users!

:)
 
In my opinion, its going to be a kick ass game later this yea....He must be one of those "has be be 120fps" at 4k all ultra settings people it seems..but it definitely would look better in my case
 
Pretty awesome. Thanks for posting.

I've chased Battlefield/Frostbite performance perfection for years. I finally gave up. Here's hoping that this signals true optimization for exotic multi-card setups and not just 2x.
 
Actually, hes the lead engineer for Frostbyte deveopment.

Hes kind of a big deal.

lol
 
Pretty awesome. Thanks for posting.

I've chased Battlefield/Frostbite performance perfection for years. I finally gave up. Here's hoping that this signals true optimization for exotic multi-card setups and not just 2x.

But that is due to the DirectX APi. The graphics cards you use can be used 100% all the time no matter how many you can fit in your machine.

Limited by only one processor able to talk to the GPU is somewhat crippling performance.

With Mantle DX12 and Vulkan this should be a thing of the past and the way how Mantle and DX12 work is allowing nearly any "compute" device to be used for whichever tasks.

As long as Frostbiite has a clever system for recognizing the possibilities and allowing them to be used on several devices means that you can get that performance level. It is very scary in a way since this kind of performance was never shown before (in gaming).
 
Amd is awesome but after using em for 8 years i changes to nVidia. Im.planning a tri sli 980ti rig soon. Should push close to 100fps in 4k but.. those Furyx catds are sweet as shit!!
 
But that is due to the DirectX APi. The graphics cards you use can be used 100% all the time no matter how many you can fit in your machine.

Limited by only one processor able to talk to the GPU is somewhat crippling performance.

With Mantle DX12 and Vulkan this should be a thing of the past and the way how Mantle and DX12 work is allowing nearly any "compute" device to be used for whichever tasks.

As long as Frostbiite has a clever system for recognizing the possibilities and allowing them to be used on several devices means that you can get that performance level. It is very scary in a way since this kind of performance was never shown before (in gaming).

I understand that's coming - but I'll believe it when I see it. Same crap with Mantle a year or so ago. Empty promises. :)
 
Well, the Frosbite engine's CPU threading is probably the best I've seen, even in DX11. DX11 is still completely wasting an insane amount of CPU resources, but Frostbite spreads this load much more evenly accross the CPU cores. Similar to what nvidia tried doing in their drivers and keeping that proprietary to themselves, though it was hit & miss driver hacks didn't really work too well in their case.

DICE seems to really be making strong headway in multi-threading everything! Complicated stuff to be sure.

-

Also, Saw the link for Quad card comparison on wccf to an Asian site, interesting lots of information to comb through. Little light on some setup details though.

Edit : Also worth noting is the balanced selection of games used.

267E8A37559EF3C30B86F8


Here is a translated link :

https://translate.google.ca/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fiyd.kr%2F753&edit-text=&act=url

Overall theme as has been mentioned from a few other places before is the Fury X seems to scale much better overall in Crossfire. Curious if this is mostly due to the AMD's superior Bridgeless Crossfire, HBM, or a combination of both.

22773737559EF3C40E3907


Damn nice pics, I like how those SATA ports are easy access with the short cards! .. I need to stop looking at these, it's gonna start being expensive for me! :eek:
 
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I would just cut all those water lines and place them in my main REAL water cooling loop.

anyways... to this ..

Better look at this article. Nvidia can't count past 2 cards in many titles.
http://iyd.kr/753

Can't read Korean and don't want to use translator but looking at the graphics the quad FuryX in certain titles is absolutely SMASHING nVidia cards. However, I am not going to do a Quad SLI/Crossfire setup. The scaling really isn't good past 2 cards and 3 cards is just icing on the cake... 4 is just for bragging and visual pleasure. Too expensive for too little gain.
 
I understand that's coming - but I'll believe it when I see it. Same crap with Mantle a year or so ago. Empty promises. :)

Nope running Battlefield 4 quite nicely on my Phenom II x4 960T R9 290x and doing ultra under Mantle where I had trouble with medium/high under DX11.
 
Game with DirectCompute effects.
RNJ7Fj6.png

Daeguen has some really awesome graphs:
1) Show how solid Crossfire scaling is
2) It really demonstrates the Fury's superiority in 4k and above

I'm really anticipating Arctic Islands, especially with HBM drivers maturing for GCN 1.2 by then, it's pretty much an auto buy for me.

Here's his main site for those that can read Hangul: http://iyd.kr/753
 
4x%20Fury%20X_zpsiemfdpbh.jpg




One of, if not THE BEST, development team lead hands-on with Quad-Fire!

:eek::eek::eek::eek:

I.... I.... WOW!
 
Man I guess the 4gb of memory is not holding the card back, that is impressive scaling at times.
 
Actually, hes the lead engineer for Frostbyte deveopment.

Hes kind of a big deal.

lol

Yes Johan is a big deal, a god among 3D graphic developers, probably even on the level of a John Carmack (back when Carmack still cared about 3D engines). I'm pretty sure he also had one of the first Fury X cards off the assembly line since he tweeted out the world's first glimpse of it.

In terms of *current* 3D graphics development I can't think of anyone more worthy of respect and admiration. There are some heavyweight guys working on some of the other major engines (Unity, CryEngine, Source 2 etc) but they operate within their own bubbles; Johan has been far more influential. Was ultimately responsible for setting the Mantle spec for AMD, is in the Khronos working group helping to develop Vulkan, and ofcourse influenced DX12. Put another way, there's no single person more responsible than Johan for this paradigm shift currently underway in PC gaming toward close to metal API. I also love the Frostbite engine despite all the whitenoise of complaints about bugs in Battlefield.

I'll say this much, if AMD embraces Vulkan more than Nvidia and is able to carve out a performance distinction in games based on that API, I will dump all my green cards for red same day.
 
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Man I guess the 4gb of memory is not holding the card back, that is impressive scaling at times.

Is looking like the extremely wide bus is very useful, and will take some time to extract the maximum performance from. The Crossfire performance is already impressive probably because of elimination of some idle GPU time since all that information can be moved and synchronized much faster than before with DDR5. I can't wait to see what will be developed in the hands of capable developers like Johan and his team wihen multi-gpu setups are taken into account at the engine developement level with a good API instead of being hacked & patched in later.
 
It's not holding it back because of the changes AMD made to Xfire. It's now a 4gb, 8gb, 12gb, 16gb growth.

Source?

IIRC, the memory stacking capability is only present with a low overhead API and it is up to the game developer to optimize the game accordingly.

I'm pretty sure the crazy scaling is just due to good drivers.
 
Source?

IIRC, the memory stacking capability is only present with a low overhead API and it is up to the game developer to optimize the game accordingly.

I'm pretty sure the crazy scaling is just due to good drivers.

I must have misread or misinterpreted. So it's nothing to do with the new CNG or a feature of the card itself?
 
Memory stacking is a DX12 thing.

Nvidia cards will be able to do it too.

And its a myth anyway if you do even the slightest bit of diving into the technical aspects. If GPU1 is rendering left half of screen, GPU2 is rendering right half of the exact same scene, well the textures will be mostly the same. But people just saw a headline and decided to believe that VRAM would be doubled with two videocards by default just because DX12. Total nonsense.

The original intent of the claims about DX12 stacking ram was really more to pronounce that DX12 is very flexible, and enables developers to do more things.... it will NOT make an SLI configuration act like a card with double the ram, ever.
 
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And its a myth anyway if you do even the slightest bit of diving into the technical aspects. If GPU1 is rendering left half of screen, GPU2 is rendering right half of the exact same scene, well the textures will be mostly the same. But people just saw a headline and decided to believe that VRAM would be doubled with two videocards by default just because DX12. Total nonsense.

The original intent of the claims about DX12 stacking ram was really more to pronounce that DX12 is very flexible, and enables developers to do more things.... it will NOT make an SLI configuration act like a card with double the ram, ever.


Care to provide a linky for that?

The white papers and discussions that I've read on the subject indicate that you are in the opposite of the case.

Some points that stick out:
* The developer has to implement memory stacking.
* The developer has to dictate exactly how the stacking is going to work.
* Pending on how the developer chooses to do their implementation, will exactly determine how the stacking affects performance.
* The game developer is going to determine the best way to utilize SLI and Crossfire. SFR, AFR, Checkerboard, etc... The developer is going to have more control over how the game interacts with the hardware, with having to deal less with the driver, and more with the API.
 
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