VR Performance Evaluation
Even though virtual reality hasn’t taken off with the momentum that many in the industry had expected on the heels of the HTC Vive and Oculus Rift launches last year, it remains one of the fastest growing aspects of PC hardware. More importantly for many, VR is also one of the key inflection points for performance moving forward; it requires more hardware, scalability, and innovation than any other sub-category including 4K gaming. As such, NVIDIA, AMD, and even Intel continue to push the performance benefits of their own hardware and technology.
Measuring and validating those claims has proven to be a difficult task. Tools that we used in the era of standard PC gaming just don’t apply. Fraps is a well-known and well-understood tool for measuring frame rates and frame times utilized by countless reviewers and enthusiasts. But Fraps lacked the ability to tell the complete story of gaming performance and experience. NVIDIA introduced FCAT and we introduced Frame Rating back in 2013 to expand the capabilities that reviewers and consumers had access to. Using more sophisticated technique that includes direct capture of the graphics card output in uncompressed form, a software-based overlay applied to each frame being rendered, and post-process analyzation of that data, we were able to communicate the smoothness of a gaming experience, better articulating it to help gamers make purchasing decisions.
VR pipeline when everything is working well.
For VR though, those same tools just don’t cut it. Fraps is a non-starter as it measures frame rendering from the GPU point of view and completely misses the interaction between the graphics system and the VR runtime environment (OpenVR for Steam/Vive and OVR for Oculus). Because the rendering pipeline is drastically changed in the current VR integrations, what Fraps measures is completely different than the experience the user actually gets in the headset. Previous FCAT and Frame Rating methods were still viable but the tools and capture technology needed to be updated. The hardware capture products we used since 2013 were limited in their maximum bandwidth and the overlay software did not have the ability to “latch in” to VR-based games. Not only that but measuring frame drops, time warps, space warps and reprojections would be a significant hurdle without further development.
VR pipeline with a frame miss.
NVIDIA decided to undertake the task of rebuilding FCAT to work with VR. And while obviously the company is hoping that it will prove its claims of performance benefits for VR gaming, it should not be overlooked the investment in time and money spent on a project that is to be open sourced and free available to the media and the public.
NVIDIA FCAT VR is comprised of two different applications. The FCAT VR Capture tool runs on the PC being evaluated and has a similar appearance to other performance and timing capture utilities. It uses data from Oculus Event Tracing as a part of the Windows ETW and SteamVR’s performance API, along with NVIDIA driver stats when used on NVIDIA hardware to generate performance data. It will and does work perfectly well on any GPU vendor’s hardware though with the access to the VR vendor specific timing results.
Subject: Graphics Cards | February 28, 2017 - 10:59 PM | Ryan Shrout
Tagged: pascal, nvidia, gtx 1080 ti, gp102, geforce
Tonight at a GDC party hosted by CEO Jen-Hsun Huang, NVIDIA announced the GeForce GTX 1080 Ti graphics card, coming next week for $699. Let’s dive right into the specifications!
|GTX 1080 Ti||Titan X (Pascal)||GTX 1080||GTX 980 Ti||TITAN X||GTX 980||R9 Fury X||R9 Fury||R9 Nano|
|GPU||GP102||GP102||GP104||GM200||GM200||GM204||Fiji XT||Fiji Pro||Fiji XT|
|Base Clock||1480 MHz||1417 MHz||1607 MHz||1000 MHz||1000 MHz||1126 MHz||1050 MHz||1000 MHz||up to 1000 MHz|
|Boost Clock||1600 MHz||1480 MHz||1733 MHz||1076 MHz||1089 MHz||1216 MHz||-||-||-|
|Memory Clock||11000 MHz||10000 MHz||10000 MHz||7000 MHz||7000 MHz||7000 MHz||500 MHz||500 MHz||500 MHz|
|Memory Interface||352-bit||384-bit G5X||256-bit G5X||384-bit||384-bit||256-bit||4096-bit (HBM)||4096-bit (HBM)||4096-bit (HBM)|
|Memory Bandwidth||484 GB/s||480 GB/s||320 GB/s||336 GB/s||336 GB/s||224 GB/s||512 GB/s||512 GB/s||512 GB/s|
|TDP||250 watts||250 watts||180 watts||250 watts||250 watts||165 watts||275 watts||275 watts||175 watts|
|Peak Compute||10.6 TFLOPS||10.1 TFLOPS||8.2 TFLOPS||5.63 TFLOPS||6.14 TFLOPS||4.61 TFLOPS||8.60 TFLOPS||7.20 TFLOPS||8.19 TFLOPS|
The GTX 1080 Ti looks a whole lot like the TITAN X launched in August of last year. Based on the 12B transistor GP102 chip, the new GTX 1080 Ti will have 3,584 CUDA core with a 1.60 GHz Boost clock. That gives it the same processor count as Titan X but with a slightly higher clock speed which should make the new GTX 1080 Ti slightly faster by at least a few percentage points and has a 4.7% edge in base clock compute capability. It has 28 SMs, 28 geometry units, 224 texture units.
Interestingly, the memory system on the GTX 1080 Ti gets adjusted – NVIDIA has disabled a single 32-bit memory controller to give the card a total of 352-bit wide bus and an odd-sounding 11GB memory capacity. The ROP count also drops to 88 units. Speaking of 11, the memory clock on the G5X implementation on GTX 1080 Ti will now run at 11 Gbps, a boost available to NVIDIA thanks to a chip revision from Micron and improvements to equalization and reverse signal distortion.
The TDP of the new part is 250 watts
, falling between the Titan X and the GTX 1080. That’s an interesting move considering that the GP102 was running at 250 watts with identical to the Titan product. The cooler has been improved compared to the GTX 1080, offering quieter fan speeds and lower temperatures when operating at the same power envelope.
Performance estimates from NVIDIA put the GTX 1080 Ti about 35% faster than the GTX 1080, the largest “kicker performance increase” that we have seen from a flagship Ti launch.
Pricing is going to be set at $699 so don't expect to find this in any budget builds. But for the top performing GeForce card on the market, it's what we expect. It should be on virtual shelves starting next week.
(Side note, with the GTX 1080 getting a $100 price drop tonight, I think we'll find this new lineup very compelling to enthusiasts.)
NVIDIA did finally detail its tiled caching rendering technique. We'll be diving more into that in a separate article with a little more time for research.
One more thing…
In another interesting move, NVIDIA is going to be offering “overclocked” versions of the GTX 1080 and GTX 1060 with +1 Gbps memory speeds. Partners will be offering them with some undisclosed price premium.
I don’t know how much performance this will give us but it’s clear that NVIDIA is preparing its lineup for the upcoming AMD Vega release.
We’ll have more news from NVIDIA and GDC as it comes!
Subject: Graphics Cards | February 28, 2017 - 10:55 PM | Tim Verry
Tagged: pascal, nvidia, GTX 1080, GDC
Update Feb 28 @ 10:03pm It's official, NVIDIA launches $699 GTX 1080 Ti.
NVIDIA is hosting a "Gaming Celebration" live event during GDC 2017 to talk PC gaming and possibly launch new hardware (if rumors are true!). During the event, NVIDIA CEO Jen-Hsun Huang made a major announcement regarding its top-end GTX 1080 graphics card with a price drop to $499 effective immediately.
The NVIDIA GTX 1080 is a pascal based graphics card with 2560 CUDA cores paired with 8GB of GDDR5X memory. Graphics cards based on this GP104 GPU are currently selling for around $580 to $700 (most are around $650+/-) with the "Founders Edition" having an MSRP of $699. The $499 price teased at the live stream represents a significant price drop compared to what the graphics cards are going for now. NVIDIA did not specify if the new $499 MSRP was the new Founders Edition price or an average price that includes partner cards as well but even if it only happened on the reference cards, the partners would have to adjust their prices downwards accordingly to compete.
I suspect that NVIDIA is making such a bold move to make room in their lineup for a new product (the long-rumored 1080 Ti perhaps?) as well as a pre-emptive strike against AMD and their Radeon RX Vega products. This move may also be good news for GTX 1070 pricing as they may also see price drops to make room for cheaper GTX 1080 partner cards that come in below the $499 price point.
If you have been considering buying a new graphics card, NVIDIA has sweetened the pot a bit especially if you had already been eyeing a GTX 1080. (Note that while the price drop is said to be effective immediately, at the time of writing Amazon was still showing "normal"/typical prices for the cards. Enthusiasts might have to wait a few hours or days for the retailers to catch up and update their sites.)
This makes me a bit more excited to see what AMD will have to offer with Vega as well as the likelihood of a GTX 1080 Ti launch happening sooner rather than later!
Subject: General Tech | February 20, 2017 - 04:46 PM | Scott Michaud
Tagged: vulkan, Qt, nvidia
NVIDIA has just donated their entire DRIVE Design Studio to The Qt Company, who will form it into Qt 3D Studio. This product will be a visual editor for 3D user interfaces, where layers of 2D and 3D objects can be created, animated, and integrated into C++ applications. It will take them a little while to clean it up for public consumption, but it will eventually be available under the commercial / open-source dual-license that users of Qt are accustomed to.
If you’re not familiar with the Qt Framework, then, basically, think of a cross-platform, open-source alternative to the .NET framework, although it is based in unmanaged C++. (It also competes with GTK+. This isn’t a major point, but I would like it to be clear that it’s not a two-person race between one proprietary and one open-source player.) When AMD updated their graphics drivers to Crimson Edition, and flaunted huge speed-ups, it was mostly because they switched the control panel's UI framework from .NET to Qt.
As an aside, The Qt Company joined the Khronos Group on the day that Vulkan launched, which was almost exactly a year ago, and they are actively working on integrating the API in their framework. Combined with today’s announcement, it’s not hard to imagine how much easier it will be, some day, to create efficient and beautiful UIs.
Update: Speaking of which, The Qt Company is apparently planning to release Vulkan support with Qt 5.10.
Subject: Graphics Cards | February 20, 2017 - 02:54 PM | Jeremy Hellstrom
Tagged: nvidia, gtx 1080 Xtreme Edition, GTX 1080, gigabyte, aorus
Gigabyte created their Aorus line of products to attract enthusiasts away from some of the competitions sub-brands, such as ASUS ROG. It is somewhat similar to the Gigabyte Xtreme Edition released last year but their are some differences, such as the large copper heatsink attached to the bottom of the GPU. The stated clockspeeds are the same as last years model and it also sports the two HDMI connections on the front of the card to connect to Gigabyte's VR Extended Front panel. The Tech Report manually overclocked the card and saw the Aorus reach the highest frequencies they have seen from a GP104 chip, albeit by a small margin. Check out the full review right here.
"Aorus is expanding into graphics cards today with the GeForce GTX 1080 Xtreme Edition 8G, a card that builds on the strong bones of Gigabyte's Editor's Choice-winning GTX 1080 Xtreme Gaming. We dig in to see whether Aorus' take on a GTX 1080 is good enough for a repeat."
Here are some more Graphics Card articles from around the web:
- Gigabyte GTX 1080 Aorus Xtreme Edition 8 GB @ techPowerUp
- NVIDIA’s Fastest Graphics Card Ever: A Look At The Quadro P6000 @ Techgage
- Radeon Windows 10 vs. Linux RadeonSI/RADV Gaming Performance @ Phoronix
- Windows 10 vs. Ubuntu Linux Gaming Performance With NVIDIA GeForce GTX 1060/1080 @ Phoronix
Subject: Graphics Cards | February 17, 2017 - 07:42 AM | Scott Michaud
Tagged: nvidia, graphics drivers
Just a couple of days after publishing 378.66, NVIDIA released GeForce 378.72 Hotfix drivers. This fixes a bug encoding video in Steam’s In-Home Streaming, and it also fixes PhysX not being enabled on the GPU under certain conditions. Normally, hotfix drivers solve large-enough issues that were introduced with the previous release. This time, as far as I can tell, is a little different, though. Instead, these fixes seem to be intended for 378.66 but, for one reason or another, couldn’t be integrated and tested in time for the driver to be available for the game launches.
This is an interesting effect of the Game Ready program. There is value in having a graphics driver available on the same day (or early) as a major game releases, so that people can enjoy the title as soon as it is available. There is also value in having as many fixes as the vendor can provide. These conditions oppose each other to some extent.
From a user standpoint, driver updates are cumulative, so they are able to skip a driver or two if they are not affected by any given issue. AMD has taken up a similar structure, some times releasing three or four drivers in a month with only, like, one of them being WHQL certified. For these reasons, I tend to lean on the side of “release ‘em as you got them”. Still, I can see people feeling a little uneasy about a driver being released incomplete to hit a due-date.
But, again, that due-date has value.
It’s interesting. I’m personally glad that AMD and NVIDIA are on a rapid-release schedule, but I can see where complaints could arise. What’s your opinion?
Subject: Editorial | February 16, 2017 - 01:36 PM | Alex Lustenberg
Tagged: Zen, Z170, webkit, webgpu, podcast, Optane, nvidia, Intel, icx, evga, ECS, crucial, Blender, anidees, amd
PC Perspective Podcast #437 - 02/16/17
Join us for EVGA iCX, Zen Architechure, Intel Optane, new NVIDIA and AMD driver releases, and more!
The URL for the podcast is: http://pcper.com/podcast - Share with your friends!
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Hosts: Allyn Malventano, Ken Addison, Josh Walrath, Jermey Hellstrom
Program length: 1:32:21
Podcast topics of discussion:
Week in Review:
News items of interest:
Hardware/Software Picks of the Week
Subject: Graphics Cards | February 14, 2017 - 09:29 PM | Scott Michaud
Tagged: opencl 2.0, opencl, nvidia, graphics drivers
While the headline of the GeForce 378.66 graphics driver release is support for For Honor, Halo Wars 2, and Sniper Elite 4, NVIDIA has snuck something major into the 378 branch: OpenCL 2.0 is now available for evaluation. (I double-checked 378.49 release notes and confirmed that this is new to 378.66.)
OpenCL 2.0 support is not complete yet, but at least NVIDIA is now clearly intending to roll it out to end-users. Among other benefits, OpenCL 2.0 allows kernels (think shaders) to, without the host intervening, enqueue work onto the GPU. This saves one (or more) round-trips to the CPU, especially in workloads where you don’t know which kernel will be required until you see the results of the previous run, like recursive sorting algorithms.
So yeah, that’s good, albeit you usually see big changes at the start of version branches.
Another major addition is Video SDK 8.0. This version allows 10- and 12-bit decoding of VP9 and HEVC video. So... yeah. Applications that want to accelerate video encoding or decoding can now hook up to NVIDIA GPUs for more codecs and features.
NVIDIA’s GeForce 378.66 drivers are available now.
Subject: Editorial | February 9, 2017 - 06:59 PM | Josh Walrath
Tagged: TSMC, Samsung, Results, quadro, Q4, nvidia, Intel, geforce, Drive PX2, amd, 2017, 2016
It is most definitely quarterly reports time for our favorite tech firms. NVIDIA’s is unique with their fiscal vs. calendar year as compared to how AMD and Intel report. This has to do when NVIDIA had their first public offering and set the fiscal quarters ahead quite a few months from the actual calendar. So when NVIDIA announces Q4 2017, it is actually reflecting the Q4 period in 2016. Clear as mud?
Semantics aside, NVIDIA had a record quarter. Gross revenue was an impressive $2.173 billion US. This is up slightly more than $700 million from the previous Q4. NVIDIA has shown amazing growth during this time attributed to several factors. Net income (GAAP) is at $655 million. This again is a tremendous amount of profit for a company that came in just over $2 billion in revenue. We can compare this to AMD’s results two weeks ago that hit $1.11 billion in revenue and a loss of $51 million for the quarter. Consider that AMD provides CPUs, chipsets, and GPUs to the market and is the #2 x86 manufacturer in the world.
The yearly results were just as impressive. FY 2017 featured record revenue and net income. Revenue was $6.91 billion as compare to FY 2016 at $5 billion. Net income for the year was $1.666 billion with comparison to $614 million for FY 2016. The growth for the entire year is astounding, and certainly the company had not seen an expansion like this since the early 2000s.
The core strength of the company continues to be gaming. Gaming GPUs and products provided $1.348 billion in revenue by themselves. Since the manufacturing industry was unable to provide a usable 20 nm planar product for large, complex ASICs companies such as NVIDIA and AMD were forced to innovate in design to create new products with greater feature sets and performance, all the while still using the same 28 nm process as previous products. Typically process shrinks accounted for the majority of improvements (more transistors packed into a smaller area with corresponding switching speed increases). Many users kept cards that were several years old due to there not being a huge impetus to upgrade. With the arrival of the 14 nm and 16 nm processes from Samsung and TSMC respectively, users suddenly had a very significant reason to upgrade. NVIDIA was able to address the entire market from high to low with their latest GTX 10x0 series of products. AMD on the other hand only had new products that hit the midrange and budget markets.
The next biggest area for NVIDIA is that of the datacenter. This has seen tremendous growth as compared to the other markets (except of course gaming) that NVIDIA covers. It has gone from around $97 million in Q4 2016 up to $296 million this last quarter. Tripling revenue in any one area is rare. Gaming “only” about doubled during this same time period. Deep learning and AI are two areas that required this type of compute power and NVIDIA was able to deliver a comprehensive software stack, as well as strategic partnerships that provided turnkey solutions for end users.
After datacenter we still have the visualization market based on the Quadro products. This area has not seen the dramatic growth as other aspects of the company, but it remains a solid foundation and a good money maker for the firm. The Quadro products continue to be improved upon and software support grows.
One area that promises to really explode in the next three to four years is the automotive sector. The Drive PX2 system is being integrated into a variety of cars and NVIDIA is focused on providing a solid and feature packed solution for manufacturers. Auto-pilot and “co-pilot” modes will become more and more important in upcoming models and should reach wide availability by 2020, if not a little sooner. NVIDIA is working with some of the biggest names in the industry from both automakers and parts suppliers. BMW should release a fully automated driving system later this year with their i8 series. Audi also has higher end cars in the works that will utilize NVIDIA hardware and fully automated operation. If NVIDIA continues to expand here, eventually it could become as significant a source of income as gaming is today.
There was one bit of bad news from the company. Their OEM & IP division has seen several drops over the past several quarters. NVIDIA announced that the IP licensing to Intel would be discontinued this quarter and would not be renewed. We know that AMD has entered into an agreement with Intel to provide graphics IP to the company in future parts and to cover Intel in potential licensing litigation. This was a fair amount of money per quarter for NVIDIA, but their other divisions more than made up for the loss of this particular income.
NVIDIA certainly seems to be hitting on all cylinders and is growing into markets that previously were unavailable as of five to ten years ago. They are spreading out their financial base so as to avoid boom and bust cycles of any one industry. Next quarter NVIDIA expects revenue to be down seasonally into the $1.9 billion range. Even though that number is down, it would still represent the 3rd highest quarterly revenue.
Subject: Graphics Cards | February 9, 2017 - 02:46 PM | Jeremy Hellstrom
Tagged: amd, nvidia
New graphics drivers are a boon to everyone who isn't a hardware reviewer, especially one who has just wrapped up benchmarking a new card the same day one is released. To address this issue see what changes have been implemented by AMD and NVIDIA in their last few releases, [H]ard|OCP tested a slew of recent drivers from both companies. The performance of AMD's past releases, up to and including the AMD Crimson ReLive Edition 17.1.1 Beta can be found here. For NVIDIA users, recent drivers covering up to the 378.57 Beta Hotfix are right here. The tests show both companies generally increasing the performance of their drivers, however the change is so small you are not going to notice a large difference.
"We take the AMD Radeon R9 Fury X and AMD Radeon RX 480 for a ride in 11 games using drivers from the time of each video card’s launch date, to the latest AMD Radeon Software Crimson ReLive Edition 17.1.1 Beta driver. We will see how performance in old and newer games has changed over the course of 2015-2017 with new drivers. "
Here are some more Graphics Card articles from around the web:
- Intel Celeron/Pentium/Core i3/i5/i7 - NVIDIA vs. AMD Linux Gaming Performance @ Phoronix
- PowerColor Radeon RX 470 Red Devil (4GB) @ Custom PC Review
- GeForce GTX 1080 @ Hardware Secrets