Battlefield 3

Our multiplayer action game of our benchmark suite is Battlefield 3, DICE’s 2011 multiplayer military shooter. Its ability to pose a significant challenge to GPUs has been dulled some by time and drivers, but it’s still a challenge if you want to hit the highest settings at the highest resolutions at the highest anti-aliasing levels. Furthermore while we can crack 60fps in single player mode, our rule of thumb here is that multiplayer framerates will dip to half our single player framerates, so hitting high framerates here may not be high enough.

Battlefield 3 - 2560x1440 - Ultra Quality + 4x MSAA

BF3 typically favors NVIDIA cards, so it comes as no great shock that performance has once again flipped in advantage of the GTX 690.

Battlefield 3 - Delta Percentages - 2560x1440 - Ultra Quality + 4x MSAA

Looking at our delta percentages this is another game where AMD has made massive gains; previously they’d be so unbalanced that every other frame for a long stretch of the benchmark would be a runt frame. 12.6% is the single best showing for the 7990 and much closer to where we would like AMD to be. They still have more than twice the variability of the GTX 690, but if every game were like this AMD would in a better position than where they’re going to be with this first phase of frame pacing.

The graphical representation of our FCAT data neatly matches our numeric analysis, once again showcasing AMD’s improved frame pacing, while showing how much farther they have to go to catch NVIDIA.

 

Battlefield 3 - 95th Percentile FT - 2560x1440 - Ultra Quality + 4x MSAA

Finally this is another case where improving on the frame pacing situation by so much has greatly improved on 95th percentile times. Though 7990 still trails GTX 690, as you’d expect given the latter’s general performance lead.

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  • chizow - Friday, August 2, 2013 - link

    That makes sense, but I guess the bigger concern from the outset was how AMD's allowance of runtframes/microstutter in an "all out performance" mentality might have overstated their performance. You found in your review that AMD performance typically dropped 5-10% as a result of this fix, that should certainly be considered, especially if AMD isn't doing a good job of making sure they implement this frame time fix across all their drivers, games, APIs etc.

    Also, any word whether this is a driver-level fix or an game-specific profile optimization (like CF, SLI, AA profiles)?
  • Ryan Smith - Friday, August 2, 2013 - link

    The performance aspect is a bit weird. To be honest I'm not sure why performance was up with Cat 13.6 in the first place. For a mature platform like Tahiti it's unusual.

    As for the fix, AMD has always presented it as being a driver level fix. Now there are still individual game-level optimizations - AMD is currently trying to do something about Far Cry 3's generally terrible consistency, for example (an act I'm convinced is equivalent to parting the Red Sea) - but the basic frame pacing mechanism is universal.
  • Thanny - Thursday, August 1, 2013 - link

    Perhaps this will be the end of the ludicrous "runt" frame concept.

    All frames with vsync disabled are runts, since they are never completely displayed. With a sufficiently fast graphics card and/or sufficiently less complex game, every frame will be a runt even by the arbitrary definitions you find at sites like this.

    And all the while, nothing at all is ever said about the most hideous artifact of all - screen tearing.
  • Asik - Thursday, August 1, 2013 - link

    There is a simple and definite fix for tearing artifacts and you mention it yourself - vsync. If screen tearing bothers you, and I think it should bother most people, you should keep vsync on at all times.
  • chizow - Thursday, August 1, 2013 - link

    Vsync or frame limiters are certainly workarounds, but it also introduces input lag and largely negates the benefit of having multiple powerful GPUs to begin with. A 120Hz monitor would increase the headroom for Vsync, but also by nature reduces the need for Vsync (there's much less tearing).
  • krutou - Friday, August 2, 2013 - link

    Triple buffering solves tearing without introducing significant input lag. VSync is essentially triple buffering + frame limiter + timing funny business.

    I have a feeling that Nvidia's implementation of VSync might actually not have input lag due to their frame metering technology.

    Relevant: http://www.anandtech.com/show/2794/3
  • chizow - Saturday, August 3, 2013 - link

    Yes this is certainly true, when I was on 60Hz I would always enable Triple Buffering when available, however, TB isn't the norm and few games implemented it natively. Even fewer implemented it correctly, most use a 3 frame render ahead queue, similar to the Nvidia driver forcing it which is essentially a driver hack for DX.

    Having said all that, TB does still have some input lag even at 120Hz even with Nvidia Vsync compared to 120Hz without Vsync (my preferred method of gaming now when not using 3D).
  • vegemeister - Monday, August 5, 2013 - link

    The amount of tearing is independent the refresh rate of your monitor. If you have vsync off, every frame rendered creates a tear line. If you are drawing frames at 80Hz without vsync, you are going to see a tear every 1/80 of a second no matter what the refresh rate of your screen is. The only difference is that a 60Hz screen would occasionally have two tear lines on screen at once.
  • chizow - Thursday, August 1, 2013 - link

    Sorry, not even remotely close to true. Runt frames were literally tiny shreds of frames followed by full frames, unlike normal screen tearing with Vsync off that results in 1/3 or more of the frame being updated at a time, consistently.

    The difference is, one method does provide the impression of fluidity and change from one frame to the next (with palpable tearing) whereas runt frames are literally worthless unless you think 3-4 rows worth of image followed by full images provides any meaningful sense of motion.

    I do love the term "runt frame" though, an anachronism in the tech world born of AMD's ineptitude with regard to CrossFire. I for one will miss it.
  • Thanny - Thursday, August 1, 2013 - link

    You're not making sense. All frames with vsync off are partial. The frame buffer is replaced in the middle of screen updates, so no rendered frame is ever displayed completely.

    A sense of motion is achieved by displaying different frames in a time sequence. It has nothing to do with showing parts of different frames in the same screen refresh.

    And vsync adds a maximum latency of the inverse of the screen refresh (16.67ms for a 60Hz display). On average, it will be half that. If you have a very laggy monitor (Overdrive-TN, PVA, or MVA panel types), that tiny bump from vsync might push the display lag to noticeability. For plain TN and IPS panels (not to mention CRT), there will be no detectable display lag with vsync on.

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