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Starfield’s Performance on Nvidia’s 4090 and AMD’s 7900 XTX analyzed by Chips and Cheese

Marees

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Long article:

https://chipsandcheese.com/2023/09/...erformance-on-nvidias-4090-and-amds-7900-xtx/

let’s examine a particular scene.

starfield_test_scene.jpgThe profiled scene
We analyzed this scene using Nvidia’s Nsight Graphics and AMD’s Radeon GPU Profiler to get some insight into why Starfield performs the way it does. On the Nvidia side, we covered the last three generations of cards by testing the RTX 4090, RTX 3090, and Titan RTX. On AMD, we tested the RX 7900 XTX. The i9-13900K was used to collect data for all of these GPUs.

We’ll be analyzing the three longest duration calls because digging through each of the ~6800 events would be impractical.


1. Longest Duration Compute Shader​

cache access latency is very high on GPUs, so higher occupancy often correlates with better utilization.
Register allocation doesn’t differ much between AMD and Nvidia, but Nvidia’s much smaller register file means its architectures can’t keep as much work in flight per SIMD lane.
The takeaway from this shader is that AMD’s RDNA 3 architecture is better set up to feed its execution units. Each SIMD has three times as much vector register file capacity as Nvidia’s Ampere, Ada, or Turing SMSPs, allowing higher occupancy.

2. Longest Duration Pixel Shader​

The takeaway from this shader is that AMD is able to achieve very high utilization thanks to very high occupancy. In fact, utilization is so high that AMD is compute bound. Nvidia hardware does well in this shader, but not quite as well because they again don’t have enough register file capacity to keep as much work in flight.

3. Second Longest Compute Shader​

AMD opted to run this shader in wave64 mode, in contrast to the wave32 mode used before.
Nvidia can’t use a wave64 mode, and the green team’s compiler likely allocated fewer registers per thread as well.
This compute shader has a larger hot working set than the prior ones, and L1 hitrate is lower across all three GPUs. Nvidia’s GPUs have a pretty hard time keeping accesses within their L1 caches. AMD somehow enjoys a higher hitrate for its small 32 KB L0 cache, though the larger 256 KB L1 barely enters the picture with a measly 13.5% hitrate.
L2 caches are large enough to catch the vast majority of L1 misses across all tested GPUs. Earlier, I assumed Nvidia’s RTX 4090 had enough L2 bandwidth to handle most workloads, so Nvidia’s simpler two-level cache hierarchy was justified. This shader is an exception, and L2 bandwidth limits prevent Nvidia’s much larger RTX 4090 from beating the RX 7900 XTX.

In AMD’s favor, they have a very high bandwidth L2 cache. As the first multi-megabyte cache level, the L2 cache plays a very significant role and typically catches the vast majority of L0/L1 miss traffic. Nvidia’s GPUs become L2 bandwidth bound in the third longest shader, which explains a bit of why AMD’s 7900 XTX gets as close as it does to Nvidia’s much larger flagship. AMD’s win there is a small one, but seeing the much smaller 7900 XTX pull ahead of the RTX 4090 in any case is not in line with anyone’s expectations. AMD’s cache design pays off there.


Final Words​

there’s really nothing wrong with Nvidia’s performance in this game, as some comments around the internet might suggest. Lower utilization is by design in Nvidia’s architecture. Nvidia SMs have smaller register files and can keep less work in flight. They’re naturally going to have a more difficult time keeping their execution units fed. Cutting register file capacity and scheduler sizes helps Nvidia reduce SM size and implement more of them. Nvidia’s design comes out top with kernels that don’t need a lot of vector registers and enjoy high L1 cache hitrates.

there’s no single explanation for RDNA 3’s relative overperformance in Starfield. Higher occupancy and higher L2 bandwidth both play a role, as does RDNA 3’s higher frontend clock.
Going forward, AMD will need more compute throughput if they want to contend for the top spot.
 
Isn't there some bug where amd cards aren't displaying the local sun and the shadows that should be cast by it? That would be a big difference in load right there.
That could make a difference, if the lighting also changes, I think.
If lighting is the same, then absence of stars/suns shouldn't make that much of a difference, I suppose.
 
Isn't there some bug where amd cards aren't displaying the local sun and the shadows that should be cast by it? That would be a big difference in load right there.
According to the reddit post that first mentioned it the lighting and shadows are present but the sun isn't rendered in the skybox.

Apparently it doesn't happen for all AMD users though and is happening for some with Nvidia cards too but is more common on AMD 6/7000 series cards. The whole problem is a little weird but pretty much par for the course with Bethesda, surprisingly this game sounds like it has less launch bugs than normal for an open world(s) Bethesda RPG.
 
Yeah it’s a problem with the pre compiled shader cache, clear the necessary files and relaunch and it goes away. It’s strictly a visual thing, almost no performance changes.

The games engine was designed with AMD hardware specifically the console stuff in mind and it works that very well. The engine leaves basically nothing left on AMD’s table and they should be commended for that.
 
According to the reddit post that first mentioned it the lighting and shadows are present but the sun isn't rendered in the skybox.

Apparently it doesn't happen for all AMD users though and is happening for some with Nvidia cards too but is more common on AMD 6/7000 series cards. The whole problem is a little weird but pretty much par for the course with Bethesda, surprisingly this game sounds like it has less launch bugs than normal for an open world(s) Bethesda RPG.
Thanks for the further info, good to know. :)
 
Yeah it’s a problem with the pre compiled shader cache, clear the necessary files and relaunch and it goes away. It’s strictly a visual thing, almost no performance changes.

The games engine was designed with AMD hardware specifically the console stuff in mind and it works that very well. The engine leaves basically nothing left on AMD’s table and they should be commended for that.
MLID claims that AMD helped Bethesda migrate code from Vulkan to DX12 🤔


View: https://youtube.com/watch?v=VSzAeJjN0Kw&t=408s
 
Nick Evanson at Techspot ran some analysis (post #39) showing that Starfield hammers the CPU while streaming lots of assets from storage.

My speculation: maybe Nvidia's higher CPU driver overhead is costing performance even at high resolutions.

Meaning, Creation is a shit engine and Bethesda is too lazy to learn something better.
 
Nick Evanson at Techspot ran some analysis (post #39) showing that Starfield hammers the CPU while streaming lots of assets from storage.

My speculation: maybe Nvidia's higher CPU driver overhead is costing performance even at high resolutions.

Meaning, Creation is a shit engine and Bethesda is too lazy to learn something better.
Not quite, retrieval of asset across all platforms is relatively similar, AMD SAM though is not ReBAR, it is their proprietary implementation of it and they take AMD CPU/GPU pairings off script and that gives them better latency which gives them some extra oomph.

Consoles stream when RAM/VRAM limited and if they left much of that in place regardless of system specs maybe some hard coded globals here and there if they were in a time crunch and didn’t get time to circle back. Then that would function as a pretty big equalizer.

I wouldn’t be surprised if the game is allocating memory far more memory than it’s actually using. And if the engine is using the CPU for asset decrypt than that evens things out more because that one hell of a paired bottleneck.
 
Nick Evanson at Techspot ran some analysis (post #39) showing that Starfield hammers the CPU while streaming lots of assets from storage.

My speculation: maybe Nvidia's higher CPU driver overhead is costing performance even at high resolutions.

Meaning, Creation is a shit engine and Bethesda is too lazy to learn something better.
Yeah if the creation engine sucks I just don't see us getting dramatically better performance any time soon.
 
Yeah if the creation engine sucks I just don't see us getting dramatically better performance any time soon.
Better performance from Sequels or DLC that bring in updates to the core engine sure.
But yeah I’m not expecting anything ground breaking from 1.0.7 to suddenly turn things around.

*Version number was chosen at random, no clue if that is or will ever be a thing.
 
MLID claims that AMD helped Bethesda migrate code from Vulkan to DX12 🤔


View: https://youtube.com/watch?v=VSzAeJjN0Kw&t=408s

That tracks, it was originally a PS5 exclusive and that uses a modified Vulkan library so I would have no reason to believe that isn’t the case. How Vulkan and DX deal with memory and it’s management is pretty different and how they implement concepts like backing buffers are very different and it’s not a simple code swap there are conceptual differences that need heavy consideration.
 
My takeaway is this. Radeon when fully involved is actually better than Nvidia and we have possibly been lied to by game producers because they have never actually worked towards AMD optimizations and all this time there was a bias for leather coat gpus instead of red team gpus simply due to preference by the game studios dare I say paid preference. Just a hunch.
 
My speculation: maybe Nvidia's higher CPU driver overhead is costing performance even at high resolutions.

Meaning, Creation is a shit engine and Bethesda is too lazy to learn something better.
If Bethesda's engine uses too much CPU and so does Nvidia drivers, then why are you just calling out the Creation engine? Is it hard to believe that maybe Nvidia has shit drivers? Games are allowed to make extensive use of the CPU, but I feel that the GPU shouldn't.
 
That tracks, it was originally a PS5 exclusive and that uses a modified Vulkan library so I would have no reason to believe that isn’t the case. How Vulkan and DX deal with memory and it’s management is pretty different and how they implement concepts like backing buffers are very different and it’s not a simple code swap there are conceptual differences that need heavy consideration.

They use this as their graphics abstraction.
https://github.com/ConfettiFX/The-Forge
 
I'm not all that surprised that wave32 makes the difference. This same possibility existed with Radeon 7 it supported wave64 natively which I think AMD dropped for dual issue wave32 for RDNA. It would be interesting if someone could bench Starfield with Radeon VII and compare that with other cards.
 
My takeaway is this. Radeon when fully involved is actually better than Nvidia and we have possibly been lied to by game producers because they have never actually worked towards AMD optimizations and all this time there was a bias for leather coat gpus instead of red team gpus simply due to preference by the game studios dare I say paid preference. Just a hunch.
That's pretty easy to disprove. Look at the enormous amount of games developed primarily for consoles that all have AMD hardware. The vast majority of the PC versions of them run better on the highest end Nvidia cards than the highest end AMD cards.
Even UE5 was showcased on PlayStation, but runs better on NVIDIA.

I think it's most likely just a coincidence that AMD is competitive with NVIDIA in Starfield performance. Maybe they did optimize using AMD hardware, but I doubt they made any specific decisions knowing it was better for AMD cards. The engine isn't pushing any graphics boundaries or doing anything special.
 
That's pretty easy to disprove. Look at the enormous amount of games developed primarily for consoles that all have AMD hardware. The vast majority of the PC versions of them run better on the highest end Nvidia cards than the highest end AMD cards.
Even UE5 was showcased on PlayStation, but runs better on NVIDIA.

I think it's most likely just a coincidence that AMD is competitive with NVIDIA in Starfield performance. Maybe they did optimize using AMD hardware, but I doubt they made any specific decisions knowing it was better for AMD cards. The engine isn't pushing any graphics boundaries or doing anything special.
The Starfield engine bottlenecks in so many places along the system that it functions as a great equalizer.
I have no doubt that each team could be doing better if some of the newer streaming and compression technologies were implemented but for some reason they maintain compatibility with hardware that can barely run the game.
 
That's pretty easy to disprove. Look at the enormous amount of games developed primarily for consoles that all have AMD hardware. The vast majority of the PC versions of them run better on the highest end Nvidia cards than the highest end AMD cards.
Even UE5 was showcased on PlayStation, but runs better on NVIDIA.

I think it's most likely just a coincidence that AMD is competitive with NVIDIA in Starfield performance. Maybe they did optimize using AMD hardware, but I doubt they made any specific decisions knowing it was better for AMD cards. The engine isn't pushing any graphics boundaries or doing anything special.
This current console generation generated the meme "it's not optimized" when it came to PC performance. We've been hearing that for almost EVERY triple A title released this year. When nVidia loses "it's not optimized" when it wins then all of a sudden it is. But most of the titles that have come out this year the deltas are actually pretty tight.
 
This current console generation generated the meme "it's not optimized" when it came to PC performance. We've been hearing that for almost EVERY triple A title released this year. When nVidia loses "it's not optimized" when it wins then all of a sudden it is. But most of the titles that have come out this year the deltas are actually pretty tight.
People talk about PC game optimization like it is a real thing, but it really isn't, the only way to "optimize" something is to limit the supported hardware scope, by focusing on specific technology sets.
If you really want optimized games, they would only run on machines with AVX512 and AVX10 support, using GPU decompression with the latest blink formats, on machines running only WDDM 3.1, and equipped with NVME storage using at least a Phison 5016-E16 or compatible controller utilizing the full PCIe4 NVME instruction set. With a bare minimum of 8 performance cores, with 16 threads and 32GB system RAM paired with a 16GB GPU capable of some absurd number of calculations per second in some benchmark test that we can't get.

But then who are you selling that game to? Like maybe a few hundred thousand people tops. Going to need to charge them like $3000 each to make it worthwhile.

For every corner that gets cut to expand the target audience, something needs to get looser, for every bolt you loosen the spec gets thrown out of balance, and your ideal "optimized" state gets thrown out the window.

If you want optimized you play console exclusives, the kind that don't ever intend on a PC release, looking at you Nintendo. For everything else, it's a bowl of spaghetti made by 500 different chefs each guessing at what you wanted.
 
People talk about PC game optimization like it is a real thing, but it really isn't,
Doom Eternal shows that it's possible to really optimize a game for PC.
the only way to "optimize" something is to limit the supported hardware scope, by focusing on specific technology sets.
No not really.
If you really want optimized games, they would only run on machines with AVX512 and AVX10 support, using GPU decompression with the latest blink formats, on machines running only WDDM 3.1, and equipped with NVME storage using at least a Phison 5016-E16 or compatible controller utilizing the full PCIe4 NVME instruction set. With a bare minimum of 8 performance cores, with 16 threads and 32GB system RAM paired with a 16GB GPU capable of some absurd number of calculations per second in some benchmark test that we can't get.
One of the benefits of PC gaming is that you can do all those things and still support older hardware as well.
But then who are you selling that game to? Like maybe a few hundred thousand people tops. Going to need to charge them like $3000 each to make it worthwhile.
I think the bigger problem is that consoles don't support most of these things, so why would developers actually implement these on PC?
If you want optimized you play console exclusives, the kind that don't ever intend on a PC release, looking at you Nintendo. For everything else, it's a bowl of spaghetti made by 500 different chefs each guessing at what you wanted.
Considering consoles run on AMD hardware and are 1 step away from being a PC, I really doubt the console experience is better. It's probably the reason why this game runs better on AMD hardware than on Nvidia, because it's built for AMD's console. In fact, we know AMD was involved because Bethesda hired them due to AMD creating Mantle which resulted in Vulkan and DX12. So of course AMD will optimize Starfield for their hardware, which is not limited to Xbox but also includes PC.

Starfield doesn't have reports of major graphical issues. You can play the game just fine on older hardware like the RX 480 at 30 fps. The only reason one could assume it isn't optimized is because their very overpriced RTX 4090 isn't running it faster than the not as overpriced 7900 XTX. Calling the game unoptimized is just copium for Nvidia users.
 
I'm not all that surprised that wave32 makes the difference. This same possibility existed with Radeon 7 it supported wave64 natively which I think AMD dropped for dual issue wave32 for RDNA. It would be interesting if someone could bench Starfield with Radeon VII and compare that with other cards.
The 6970 supports 1 wave64 natively as well, unfortunately that card was too hot and self throttled when it first released
 
The only reason one could assume it isn't optimized is because their very overpriced RTX 4090 isn't running it faster than the not as overpriced 7900 XTX. Calling the game unoptimized is just copium for Nvidia users.

lol no. NVIDIA lives rent free in your head.

4090 owners don't even think about AMD. They buy the top end cards, AMD hasn't had one in over a decade.

They call Starfield unoptimized because it gets lesss FPS while having inferior graphics compared to other games.
 
Doom Eternal shows that it's possible to really optimize a game for PC.

No not really.

One of the benefits of PC gaming is that you can do all those things and still support older hardware as well.

I think the bigger problem is that consoles don't support most of these things, so why would developers actually implement these on PC?

Considering consoles run on AMD hardware and are 1 step away from being a PC, I really doubt the console experience is better. It's probably the reason why this game runs better on AMD hardware than on Nvidia, because it's built for AMD's console. In fact, we know AMD was involved because Bethesda hired them due to AMD creating Mantle which resulted in Vulkan and DX12. So of course AMD will optimize Starfield for their hardware, which is not limited to Xbox but also includes PC.

Starfield doesn't have reports of major graphical issues. You can play the game just fine on older hardware like the RX 480 at 30 fps. The only reason one could assume it isn't optimized is because their very overpriced RTX 4090 isn't running it faster than the not as overpriced 7900 XTX. Calling the game unoptimized is just copium for Nvidia users.
Doom Eternal “Optimized” their game by removing dynamic elements for static ones and finding clever ways to turn things off and reduce the number of things on screen.

Doom eternal is just a good game. They focused on awesome gameplay so you don’t notice how things are missing or constantly reused.
 
lol no. NVIDIA lives rent free in your head.

4090 owners don't even think about AMD. They buy the top end cards, AMD hasn't had one in over a decade.
The fact that this thread exists would suggest you're wrong.
They call Starfield unoptimized because it gets lesss FPS while having inferior graphics compared to other games.
Why would one games performance matter when compared to others? No two games are built the same, so no two games will perform the same. If one game ever performs the same as another, it would be a coincidence.
 
After playing Starfield, I see very little to no reason why it is so demanding given its graphics level. As I understand it, it is also running on an incredibly old engine. In basically every other recent game that is actually using current standards, the 4090 easily outstrips the 7900 XTX and other AMD card, to the point where AMD did not try to compete with it at all. We can sit there and quote articles that supposedly know what they're talking about all day, but at the end of the day something is sketchy about this.

Now if literally any other game on a more modern engine exhibits this type of behavior going forward, we can start delving into this and throwing AMD a bone. As it is now, Starfield is nothing but a load screen fest with same-same terrain generation (and most of the terrain is uh... empty... with repeats of the exact same foliage in the exact same spots, if that... and crappy looking fauna) that looks like mostly frankly garbage compared to any modern triple A game. That's before we get into Ray Tracing which this coincidentally doesn't support at all, as far as I know. Either maybe because it's running on a dinosaur engine or because it already ran so bad that trying to add ray tracing certainly wouldn't help matters.

I personally just left it on default settings on my 3080 Ti. It looks fine and mostly runs fine with just a few areas dropping to 45-50FPS. Obviously this is with FSR on (which has noticeable artifacting in some areas... I wish this had DLSS). I'm on a slightly older GPU and I have at times considered upgrading to a 4090 (which I tried but returned) OR a 7900XTX. I don't bat for either side in particular, but frankly in performance department and then especially in the driver features department (AI work, encode codec) and then ray tracing... AMD just sucks. It's hard for me to justify a 7900XTX given that I do stable diffusion occasionally even on my main PC. Looking at the benchmarks for a lot of other games, which subjectively just look way better than this game, and the 4090 is just wiping the floor with AMD's entire lineup? Yeah, something is sketch. I don't care what some chips and cheese dude says.
 
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After playing Starfield, I see very little to no reason why it is so demanding given its graphics level. As I understand it, it is also running on an incredibly old engine. In basically every other recent game that is actually using current standards, the 4090 easily outstrips the 7900 XTX and other AMD card, to the point where AMD did not try to compete with it at all. We can sit there and quote articles that supposedly know what they're talking about all day, but at the end of the day something is sketchy about this.

Now if literally any other game on a more modern engine exhibits this type of behavior going forward, we can start delving into this and throwing AMD a bone. As it is now, Starfield is nothing but a load screen fest with same-same terrain generation (and most of the terrain is uh... empty... with repeats of the exact same foliage in the exact same spots, if that... and crappy looking fauna) that looks like mostly frankly garbage compared to any modern triple A game. That's before we get into Ray Tracing which this coincidentally doesn't support at all, as far as I know. Either maybe because it's running on a dinosaur engine or because it already ran so bad that trying to add ray tracing certainly wouldn't help matters.

Nothing sketchy is going on at all here. Been going on for years that some games preform better on one architecture over the other, likely due to them working closely with the manufacturer. Difference is now is because people paid so damn much for the 4090, if it performs worse or equal to a 7900XTX in a game then people are up in arms about how AMD is screwing them. Hogwarts initially struggled on Nvidia hardware and needed some updates to smooth it out, perhaps you should be demanding Nvidia to work on their drivers and relationships with game developers instead of blaming everyone else. Or we can just keep saying, it's just a unoptimized garbage game with a bad engine and that is why Nvidia performs poorly in it but AMD doesn't.

Perhaps AMD and Nvidia just design their hardware differently and this game may be doing something that Nvidia hardware is struggling with. Sort of like AMD when tessellation became a big deal all of the sudden.
 
After playing Starfield, I see very little to no reason why it is so demanding given its graphics level. As I understand it, it is also running on an incredibly old engine. In basically every other recent game that is actually using current standards, the 4090 easily outstrips the 7900 XTX and other AMD card, to the point where AMD did not try to compete with it at all. We can sit there and quote articles that supposedly know what they're talking about all day, but at the end of the day something is sketchy about this.

Now if literally any other game on a more modern engine exhibits this type of behavior going forward, we can start delving into this and throwing AMD a bone. As it is now, Starfield is nothing but a load screen fest with same-same terrain generation (and most of the terrain is uh... empty... with repeats of the exact same foliage in the exact same spots, if that... and crappy looking fauna) that looks like mostly frankly garbage compared to any modern triple A game. That's before we get into Ray Tracing which this coincidentally doesn't support at all, as far as I know. Either maybe because it's running on a dinosaur engine or because it already ran so bad that trying to add ray tracing certainly wouldn't help matters.

I personally just left it on default settings on my 3080 Ti. It looks fine and mostly runs fine with just a few areas dropping to 45-50FPS. Obviously this is with FSR on (which has noticeable artifacting in some areas... I wish this had DLSS). I'm on an older GPU and I have at times considered upgrading to a 4090 (which I tried but returned) OR a 7900XTX. I don't bat for either side in particular, but frankly in performance department and then especially in the driver features department (AI work, encode codec) and then ray tracing... AMD just sucks. It's hard for me to justify a 7900XTX given that I do stable diffusion occasionally even on my main PC. Looking at the benchmarks for a lot of other games, which subjectively just look way better than this game, and the 4090 is just wiping the floor with AMD's entire lineup? Yeah, something is sketch. I don't care what some chips and cheese dude says.
Best I can tell it has almost everything to do with how it streams textures and stores the levels in memory, the environments appear to be far larger than the engine can actually handle and there's a lot of Bondo work holding that together, and they are using some dated yet functional methods for streaming in the textures and objects as needed. The game loads textures like they are coming from a spindle drive on a PS4, it's something I think they can patch, but if they choose to, and how long it takes them to do that is another question altogether. I also suspect there is something going on with Draw Distances, but is that an engine or a driver thing I can't tell and don't want to look into it because even if I did what would it change?

So in the meantime, it's downloaded and installed, but haven't gotten more than a few minutes with it because I have Terminators to paint and those bastards have so many edges, how are there that many on one model, somebody at GW woke up feeling cheeky and said hey you know what would be funny, we give an update to our most iconic models of all time, and we create an optical illusion on them so that from any angle you see 9 more edges or corners than there actually are on the model.
 
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It runs like crap cause it a 20 year old engine held together with bubble gum. Then they duct tape some newer features that the engine wasn't designed to handle and you have this mess.
Creation Engine 2 isn't that old, I think this is their first game with it. But how much of it is Creation Engine 1 with a new scripting interface and how much if it is an actual new engine is not a question I want to start on.
 
Nothing sketchy is going on at all here. Been going on for years that some games preform better on one architecture over the other, likely due to them working closely with the manufacturer. Difference is now is because people paid so damn much for the 4090, if it performs worse or equal to a 7900XTX in a game then people are up in arms about how AMD is screwing them. Hogwarts initially struggled on Nvidia hardware and needed some updates to smooth it out, perhaps you should be demanding Nvidia to work on their drivers and relationships with game developers instead of blaming everyone else. Or we can just keep saying, it's just a unoptimized garbage game with a bad engine and that is why Nvidia performs poorly in it but AMD doesn't.

Perhaps AMD and Nvidia just design their hardware differently and this game may be doing something that Nvidia hardware is struggling with. Sort of like AMD when tessellation became a big deal all of the sudden.

Old benchmarks for Hogwarts Legacy had the 4090 giving more FPS than the 7900XTX even without ray tracing on, at 4k and ultra settings. https://www.techspot.com/review/2627-hogwarts-legacy-benchmark/

With Ray Tracing, the result is rather obvious so I will not bore you with that. One thing that they did find is that, exactly like I later found, the game is using like 2 threads for all of its CPU processing. For some reason, Nvidia drivers may be more easily CPU bottlenecked, so that's why at 1440p and below, the 4090 used to get worse framerates (iirc that changed with later updates).

But at the end of the day, even on that game, the 4090 outperformed even with just rasterization, on a GPU-bound workload. For the record, Starfield appears to use every core, but to what effect I can't possibly say. It's not like it's actually maxing out every core on my 7800X3D. It's not even getting to 50% on any of them.

Best I can tell it has almost everything to do with how it streams textures and stores the levels in memory, the environments appear to be far larger than the engine can actually handle and there's a lot of Bondo work holding that together, and they are using some dated yet functional methods for streaming in the textures and objects as needed. The game loads textures like they are coming from a spindle drive on a PS4, it's something I think they can patch, but if they choose to, and how long it takes them to do that is another question altogether. I also suspect there is something going on with Draw Distances, but is that an engine or a driver thing I can't tell and don't want to look into it because even if I did what would it change?

So in the meantime, it's downloaded and installed, but haven't gotten more than a few minutes with it because I have Terminators to paint and those bastards have so many edges, how are there that many on one model, somebody at GW woke up feeling cheeky and said hey you know what would be funny, we give an update to our most iconic models of all time, and we create an optical illusion on them so that from any angle you see 9 more edges or corners than there actually are on the model.

I don't know what the exact reason is, but what vegeta says makes sense: it's basically a "new" engine built on top of an old engine, that is held together with bubble gum. To me, that's kind of indistinguishable from "bad optimization". If you're just set on using what is clearly an outdated engine just for its sake, then it doesn't matter if the way that engine is optimized for what that engine is supposed to run like... it's still an old engine. You can't expect GPU developers to build their GPU standards around some old engine that doesn't represent contemporary workloads and is only basically used by one company. Using this game as a standard to judge any modern GPUs is, in my opinion, just pointless. It's a weird one-off that just happens to come from a company that everyone snaps up regardless of what crap they release. Before you ask, no, I'm not one of the snappers. It simply came free with my 7800X3D, and at the time I didn't even know it came with it until I checked my email.

Obviously, we also don't know how exactly AMD "helped" them "optimize" their game. That's going to probably remain a hush-hush thing.
 
Now that I don't want to be thinking about this it won't go away, so I am sitting here trying to diagnose an Exchange server doing weird things and all I can think about is it's probably not draw distance but how they are doing their volumetric lighting calculations and how draw distance interacts with that, because it would also track with the problems users are reporting with Shader Cache and account for how AMD hardware is dealing with it better than Nvidia cards because AMD hardware has more resources for pure number crunching than Nvidia does. Assuming that they are brute-forcing the lighting using FP64, it explains just about everything we see about the performance metrics between the AMD and Nvidia cards here as RDNA in general but especially RDNA 3 has substantially more FP64 capabilities than the the Nvidia consumer parts pound for pound, 50% more in the case of the 7900xtx vs the 4090. But as FP64 isn't the only calculation set going on the Nvidia advantage in FP32 and FP16 brings them up in other ways so it balances out.


Bah, now if I can only figure out why relaying is binding to a certificate that no longer exists and has been replaced I will be a happy camper and can get some lunch.
 
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I dont think its how the engine is, as much as the architecture of the GPU.

Lets look at the latest Call of Duty. Why does it run so well on AMD GPU's compared to Nvidia's GPU's? Last I saw the 4090 was on par with a 7900XTX.

Why is no one complaining that Call of Duty is unoptimized because it runs faster/On Par on AMD hardware?

1695064112176.png
 
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After playing Starfield, I see very little to no reason why it is so demanding given its graphics level. As I understand it, it is also running on an incredibly old engine.
Guess what? So is every game ever made. Why you think the Unreal engine is called Unreal? That game engine is so old that most people today haven't played the game it was named after.

View: https://youtu.be/5PtU2stZK0M?si=Thb9wL58nGVa0u8x
In basically every other recent game that is actually using current standards, the 4090 easily outstrips the 7900 XTX and other AMD card, to the point where AMD did not try to compete with it at all. We can sit there and quote articles that supposedly know what they're talking about all day, but at the end of the day something is sketchy about this.
What standards? You're saying things you don't understand. By the way, it's not like Nvidia sponsored games haven't done shady shit. The difference here is that we can't figure out what AMD did to make Nvidia look bad in this game.

View: https://youtu.be/0eXbbh1f52I?si=j2gXgG9QqDj1wvr5
and the 4090 is just wiping the floor with AMD's entire lineup? Yeah, something is sketch. I don't care what some chips and cheese dude says.
To be fair, the 4090 is also wiping the floor with Nvidia's entire lineup. But you can't honestly believe that the 4090 would outperform the 7900 XTX in every game. Most games, sure, but not every game.
 
Guess what? So is every game ever made. Why you think the Unreal engine is called Unreal? That game engine is so old that most people today haven't played the game it was named after.

I think the key qualifier you're missing is "held together with bubble gum and has duct taped on features". Other engines clearly have more and better development, because most games using them have better performance while offering better graphics, and often worlds that are just as big if not bigger. Red Dead Redemption 2 stands out in my mind as even to this day when I fire it up I still think it looks great... although it's also running on a proprietary engine. Apparently a proprietary engine that's done right.

The more and more I play Starfield, the more and more I also wonder how much of that 10+ years of development on it they wasted on optimizing their shitty engine VS just picking up a more standard one and learning it. Because I'm wondering where exactly all of the other development went, if not that. The world is otherwise a bit disappointing.

What standards? You're saying things you don't understand.
I meant exactly what I said, and I understand exactly what I said. If you're optimizing your compute units, you optimize them for the kind of workloads that they will be computing. Bethesda titles have, afaik, always essentially run like shit, versus their graphics level. If most titles out there don't compute things like a Bethesda title does, then are you going to tune your hardware to compute it? No.

That's like saying that basically everyone else is using their pipe wrench to do the things a pipe wrench was designed to do, but Bethesda likes using it to hammer nails instead, so maybe we should design our pipe wrenches to look more like hammers instead, because Bethesda just likes hammering shit for no reason. No one is going to do that. AMD's pipe wrench is just closer in shape to a hammer this time around, and both pipe wrenches still work for hammering those nails. Everyone just deals with it because FSR (and DLSS with a mod) come in to save the day.

To be fair, the 4090 is also wiping the floor with Nvidia's entire lineup. But you can't honestly believe that the 4090 would outperform the 7900 XTX in every game. Most games, sure, but not every game.

A vast majority of them, more like.

https://www.techspot.com/review/2588-amd-radeon-7900-xtx/
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The 1% lows on the 4090 at 4k were higher than the 7900XTX's average in this review. This is with the reviewers not enabling Ray Tracing except when required. So these results are a bit skewed because Ray Tracing sort of really screwed with AMD in one game, where it was an absurd amount slower. It's to the point where some reviews of the 7900XTX don't bother comparing it to the 4090 to begin with. They just stop at the 4080. Which makes sense, they're in different price brackets. But at the same time, the 4090 is better than the 4080 in a degree that's actually commensurate with its price tag (actually more). Pound for pound, its price is actually usually justified.

I also believe Ray Tracing is frankly the future of game design:
https://computergraphics.stackexcha...of-rasterization-over-ray-tracing/10962#10962
Apparently it's easier to implement than all the tricks a company has to do with rasterization. That being the case, I can see more and more games saving time on development by switching to RT. Apparently that's what Hogwarts Legacy did (which is why it looks much worse with RT off). With the next Nvidia gen (and arguably already with the 4090), RT is probably going to become an actual viable thing to entirely base a game around. And then I'm sure in another 5-10 years the next Bethesda game will come out and somehow have a shitty ray tracing implementation, too. That's neither here nor there, though.

I dont think its how the engine is, as much as the architecture of the GPU.

Lets look at the latest Call of Duty. Why does it run so well on AMD GPU's compared to Nvidia's GPU's? Last I saw the 4090 was on par with a 7900XTX.

Why is no one complaining that Call of Duty is unoptimized because it runs faster/On Par on AMD hardware?

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Probably because no one cares. It's multiplayer, and not as many people play MP games on 4k display to begin with. They're playing on high refresh rate monitors at probably 1440p maximum. And even if they did, the 1% lows on both of them are nearly at 144FPS. It's also an AMD favored game to begin with, yet the 7900XTX is like 5% faster.
 
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