The variance chaos of NVIDIA graphics cards
In part one, there were various problems with the variances in the two NVIDIA GPUs (RTX 3080 Ti and 3060 Ti). What was particularly funny was that the RTX 3080 Ti sometimes had extreme jerks in 4K as well as in 1080p, which could be seen especially in the variances.
With the release of the first part, I also contacted NVIDIA. Here one was surprised at the result, as was I! What comes next? Lots of questions: How reproducible is this? Questions about the test system, drivers, etc. The ladies and gentlemen from NVIDIA have to set up an equivalent test system in doubt to find the cause of the error. But before you drive an entire department at NVIDIA completely insane, you repeat everything again. That’s what I did! Checked the entire system, starting with the bios. Then the scales fell from my hair, because I had not activated resizable BAR (rBAR) aka SAM.
That doesn’t change my original findings, because rBAR was basically off in that case! Well, I activated rBAR and did the test run again with the RTX 3080 Ti in 4K. See for yourself!
Yes how now? It’s a difference like night and day! This is supposed to be due to rBAR on/off alone? Take a look at the other slides and open the slides from the first part in parallel.
Ok, with rBAR on there are a few FPS more, but that’s why the variances are not so significantly apart when not using rBAR. What is the reason then? I only became aware of this in the further course of the test. I left my area where I was doing the test runs and went with DLSS quality (2160p). Before that, of course, I tested all upscaling methods for motion and still image quality in the test room. Quasi run through all resolutions and all quality levels 2x and made recordings.
There is something shimmering… Is that because of DLSS? First test native 4K…
The effect is gone! As a tester you are happy when you discover something like that! Let’s see if this is also the case with FSR? FSR 1.0 march!
So AMD meets the same fate. Also with FSR 2.0? That would be a nice start for the second part!
What you could see here only briefly was a massive jerking – really violent and unplayable! Back to native 4K resolution and continue in the game. The funny thing was that after another 10 minutes nothing worked. Even native resolution was unplayable! However, HW-Info tells me that my system is completely ok. So MSI Afterburner on! And it confirms what I had suspected: The game has more or less said goodbye! I could continue playing with 8 to 10 FPS or restart? After the restart it ran again as if nothing had ever happened! This also explains why I had such problems when testing the performance. The variance problems are neither from the NVIDIA driver nor from DLSS, but are a problem of the game engine!
Here a recording with the RX 6700 XT in 2160p with activated FSR 2.0 (Quality)
So the cause is hidden in the game! So NVIDIA doesn’t need to pursue the matter further (internally). But it would be nice if the game developers take care of the matter! If you change the upscaling techniques very often and adjust the resolutions, the game says goodbye after a while. Unfortunately, I can’t say flatly when that will happen, but it’s definitely coming. With me it still occurred the öfteren and that does not make the testing easier! Now, where the shimmer effect in one scene comes from, I can’t answer that for you. The fact is, it only occurred in the one place and that with all three upscaling methods!
So, that settles the issue and we can move on to the essence of the article. Next page please!
- 1 - Einführung und Testsystem
- 2 - Probleme im Spiel Deathloop
- 3 - Qualitätsvergleich in 2160p - Motion
- 4 - Qualitätsvergleich in 2160p - Details
- 5 - Qualitätsvergleich in 1440p - Motion
- 6 - Qualitätsvergleich in 1440p - Details
- 7 - Qualitätsvergleich in 1080p - Motion
- 8 - Qualitätsvergleich in 1080p - Details
- 9 - Zusammenfassung und Fazit
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