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That said, these sections are limited, and you’re ultimately not spending a lot of time on the ship. Our test durations are not chosen blindly – we do this research to determine what’s the best fit for the test area.Ĭlearly, from the above chart, there are parts of the Tempest ship that present worse overall framerates than planet-side or Nexus exploration.
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This also supports our shorter test passes, which are a necessity for testing as many devices as we do (and are detailed in our testing methodology section). The Tempest ship has a consistently low frame throughput, but overall, all test environments are roughly equal when averaging the framerate out over a period of several minute tests per area. Overall, performance numbers suggest that planet-side driving is the highest performance – no surprise, as it is the least geometrically complex – while planet-side battles tend to mostly equal the average framerate on the Tempest or Nexus. NexusĪs for other research, we ran several minute test passes on the first planet, on the Tempest ship, and in the Nexus. This brings up the averages to be more fairly represented for AMD, but keep in mind that you may notice some initial stuttering on AMD hardware that isn’t reflected in our final results. You now have a complete understanding of how the cards behave. The best solution is to publish some test data, as above, then run averages that exclude the outlier first pass. Failure to do so would drag AMD devices down in averages in a way which is not necessarily reflected beyond immediate exploration of a level. Because of this issue, we have elected to run four test passes per resolution with each card, then eliminate the first test pass from all data sets. We’re assuming some sort of driver-level or game-level optimization issue here, given frametime performance is actually good after initial passes (even on AMD hardware – timings are fairly tight across the spectrum). GTX 1060 passes:Īnd we want to be very clear here that we’re not saying AMD is “bad” or is worse overall, just that this data is important to keep in mind for testing. Putting it into perspective, here are two passes on the RX 480 vs. The difference here isn’t visible, though is consistent and measurable. To contrast versus nVidia, the GTX 1060 6GB Gaming X at 1080p/Ultra posts a 60FPS 0.1% low output for the first pass, then 65FPS for later passes.
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We improve from roughly 6FPS 0.1% lowest performance to 53FPS in the second pass. This shows itself in stutters during the first pass, but smooths out in subsequent passes. In this one, our first test pass shows 72FPS AVG, with 56FPS 1% low and 6FPS 0.1% low. To further illustrate, here’s a set of data from the RX 480 8GB Gaming X at 1080p/Ultra: RX 480 Test Passes - 1080p/Ultra The most exaggerated spike is a 280ms frametime at one point. We’re seeing massive, noticeable stutters in the first pass, but significantly improved performance in subsequent passes (although this particular framerate isn’t desirable, it’s the same across multiple devices and resolutions). This is repeatable and seems to happen consistently on first load of a level, but goes away after exploring the immediate area. The important thing here is the disparity in frametimes. The above is a set of several test passes with an R9 Fury X at 4K and Ultra settings. Andromeda Pre-Test Research: First Pass is Much Worse for AMD Fury X Test Passes - 4K/Ultra We’d recommend that most users do the same.
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Given this information, and the noteworthy performance hit for negligible visulal improvement on standard displays, we opted for Compressed for our benchmarking. HDR stretches the range and precision, so you’ll be more likely to find places where it matters.” With lots of bending or really fine gradients in a bright sky, there might be issues. Even on regular SDR monitors, it is possible to see banding in places with that format. The reason it doesn’t have the artifacts of good old 16-bit color is that the rest of the 32 bits is used on range.
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“The compressed mode only keeps 5-6 bits of precision per color channel. And there’s a perf hit with Half16, so not really a good choice for 99%. It’s not going to make a difference on standard displays. Half16 doubles the precision of their intermediate color buffers. “Half16 doubles the size of all color buffers in the rendering pipeline, needs more bandwidth during rendering. The below is a word-for-word response on what Half16 & compressed mean: Mass Effect: Andromeda Framebuffer Formatįramebuffer Format: We reached out for additional help in understanding this particular display option.
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