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Ratchet & Clank Rift Apart Benchmark Test & Performance Analysis

wolf

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You read a whole shit load into one factual statement, I'll leave you to the mental gymnastics session.
Your statement intentionally designed to mislead that it's the cause, and leverage the "NVidia bad guy" vibe, adding nothing of value to the actual discussion or why AMD cards can't use RT at launch, which has already been covered by the developer themselves.

Mental gymnastics is a hilarious cop out from responding properly. I suspect it's because there is no good response that reinforces your intentionally divisive statement. I just pointed out tripe when I saw it, and gave a rationale as to why.
 
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You can extrapolate from the FPS numbers on the quality comparison page
Yeeeep.... But that only valid for RTX 4080.
But I want to compare the 'pure' performance in this game for all tested nVidia's- and AMD's- videocards.
Please, append graphics for Low or Very Low settings to the page Perfomance and VRAM Usage.
PS: I find the 1%-Low charts most useful in this review :toast:
 
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Your statement intentionally designed to mislead that it's the cause, and leverage the "NVidia bad guy" vibe, adding nothing of value to the actual discussion or why AMD cards can't use RT at launch, which has already been covered by the developer themselves.

Mental gymnastics is a hilarious cop out from responding properly. I suspect it's because there is no good response that reinforces your intentionally divisive statement. I just pointed out tripe when I saw it, and gave a rationale as to why.
Your talking tripe, it's a statement of fact that wasn't designed.

I didn't suggest anything because we know nothing, but that's a fact.
And
No it's because your biased version of things isn't worth arguing with.

Your already in defence mode( which amuses me but Still), chill.
 
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wolf

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it's a statement of fact that wasn't designed.
That has no bearing on the situation.
I didn't suggest anything because we know nothing, but that's a fact.
And
No it's because your biased version of bullshit isn't worth arguing with.
We know what the developer has told us, or are you purposely ignoring that?

What AMD and nixxes have to say.
"Application crash or driver timeout may be observed while playing Ratchet & Clank™: Rift Apart with Ray-Tracing and Dynamic Resolution Scaling enabled on some AMD Graphics Products, such as the Radeon™ RX 7900 XTX."
AMD is working with the game developers of Ratchet & Clank™: Rift Apart to resolve some stability issues when Ray-Tracing is enabled
What nvidia has to say
We do not block or hinder developers from integrating competitor tech. That also applies to Ratchet & Clank Rift Apart.
What I said that you are calling bull****

*the PS5 is a bespoke piece of silicone with one configuration - fact
*the PS5 uses a bespoke and custom rendering API - fact
*the PC port has additional RT features beyond what's available on the PS5 - fact
*the pc port likely needs to work and be stable on all AMD RT capable GPU's before nixxes will patch it in
Your already in defence mode( which amuses me but Still), chill.
You can label my rebuttal to what you said whatever you want, defensive, biased, I could care less, it doesn't strengthen your 'argument', because you haven't provided a rebuttal to any of the points I've made, or substantiated how your statement actually relates to the situation at hand except for being 'a fact' - good work. It amuses me too.

As for whataboutism, I only raise it because others already have, likening this situation to what AMD are (likely) doing, I have again provided my rationale as to why they are different and not the same.

I kindly ask that you either engage in polite discussion or debate on the matter, or leave it at that. You say I'm not worth arguing with but provide empty insulting rebuttals.
 
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That has no bearing on the situation.

We know what the developer has told us, or are you purposely ignoring that?

What AMD and nixxes have to say.


What nvidia has to say

What I said that you are calling bull****

*the PS5 is a bespoke piece of silicone with one configuration - fact
*the PS5 uses a bespoke and custom rendering API - fact
*the PC port has additional RT features beyond what's available on the PS5 - fact
*the pc port likely needs to work and be stable on all AMD RT capable GPU's before nixxes will patch it in

You can label my rebuttal to what you said whatever you want, defensive, biased, I could care less, it doesn't strengthen your 'argument', because you haven't provided a rebuttal to any of the points I've made, or substantiated how your statement actually relates to the situation at hand except for being 'a fact' - good work. It amuses me too.

As for whataboutism, I only raise it because others already have, likening this situation to what AMD are (likely) doing, I have again provided my rationale as to why they are different and not the same.

I kindly ask that you either engage in polite discussion or debate on the matter, or leave it at that. You say I'm not worth arguing with but provide empty insulting rebuttals.
I'm labelling you argumentative , delusional and ignorant.

I left it at two lines your going on with yourself, have at another four lines.

And yawn.
 

wolf

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I'm labelling you argumentative , delusional and ignorant.
It's a shame you chose to take this stance, but I'm glad I made my points. You may not have realised or intended how your initial point came across, but it's obvious it's how it was interpreted. You think I'm all wound up but really this serves as a teachable moment for you and a public facing logical rebuttal to your statement, I enjoy doing that, I'm not wound up, I'm happy I've cleared the air and made my points well, it's just a shame you couldn't reciprocate. The moment you attacked the person instead of the argument, you'd already lost.
 
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It's a shame you chose to take this stance, but I'm glad I made my points. You may not have realised or intended how your initial point came across, but it's obvious it's how it was interpreted. You think I'm all wound up but really this serves as a teachable moment for you and a public facing logical rebuttal to your statement, I enjoy doing that, I'm not wound up, I'm happy I've cleared the air and made my points well, it's just a shame you couldn't reciprocate. The moment you attacked the person instead of the argument, you'd already lost.
I'm in work so too busy to prattle on about two lines I typed in a forum, have been all day, or I might have replied further but given your tone and the vast amount of shite you extrapolated from two lines.

You want to argue only , soley and precisely with me?!?.



Over two lines, in reply to three, with several pages.

Your boring me and others.

Rebuttal

IT WORKED FINE on PS5 and didn't after Nvidia sponsored it for a pc PORT.

STILL.

Nothing you spouted changed that fact, I could have retorted loads because you Know f all about this particular games port process, nor do I, so I curtailed my hyperbole, you didn't , go long bro Huang's throwing.

And f all you said changed the fact

It worked fine on PS5.
 

wolf

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Nothing you spouted changed that fact
I suppose it doesn't if you choose to ignore and dismiss it all as hyperbole, mental gymnastics and bias. Thanks for what I now suppose I can consider your version of a comprehensive retort, which also unfortunately changes nothing.

I'm sorry you have chosen to deflect, insult and be so rude to me, and found it to be a waste of your time. I have not, the conversation trail speaks for itself and others can make up their own mind.
 
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I suppose it doesn't if you choose to ignore and dismiss it all as hyperbole, mental gymnastics and bias. Thanks for what I now suppose I can consider your version of a comprehensive retort, which also unfortunately changes nothing.

I'm sorry you have chosen to deflect, insult and be so rude to me, and found it to be a waste of your time. I have not, the conversation trail speaks for itself and others can make up their own mind.
Well done.

You won that argument.

Shame it was made up though but go you.
 
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Looking on Rx 6700XT performance , Rx 6700 10Gb will be just enough to get average 60+ FPS in 1440P * anyone who get this card over Rx 7600 or Rx 6650XT is now happy ;)
 
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Does that driver enable RT on AMD, even without a game patch?
I think you're right. It seems as if the game still blacklists AMD GPUs so we would have to wait for a patch.
 

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Deleting these files breaks DirectStorage in the game, so it will fallback to a classic method of loading assets. Have you tried it like that? Any increase in texture-pop-ins?
Yes, I have tried this fix. At 1440p, 1% fps on the 4080 increased from 60-70 to 100-120 on my test location, and the average fps also slightly improved. I didn't notice any issues with textures, I can see only benefits.

Yeah, we tested the game without manual modding, the way 99.99% of people will play it.
It seems to me that techpowerup should make a test with this fix and inform Nvidia card owners about it. For those with weaker cards than mine, it would be very helpful.
 
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Computerbase have looked into the effects of manually removing two DS libraries and got some really surprising results. While deleting these two specific files seems not to affect AMD cards, it dramatically improves frame time consistency (as reflected in the all-important fps lows) on Nvidia hardware:

ft1.jpgft2.jpgfps.jpg

It would appear that the initial DS implementation in Ratchet & Clank is flawed. Whether this is down to a bug, the game engine itself, drivers, or the GeForce being slower with FP16 workloads, remains to be seen.

In any case, I'd love to see a re-test when the issue at hand is addressed with an official patch.
 
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Computerbase have looked into the effects of manually removing two DS libraries and got some really surprising results. While deleting these two specific files seems not to affect AMD cards, it dramatically improves frame time consistency (as reflected in the all-important fps lows) on Nvidia hardware:

View attachment 307590View attachment 307591View attachment 307592

It would appear that the initial DS implementation in Ratchet & Clank is flawed. Whether this is down to a bug, the game engine itself, drivers, or the GeForce being slower with FP16 workloads, remains to be seen.

In any case, I'd love to see a re-test when the issue at hand is addressed with an official patch.
Worse performance with DS activated on nvidia hardware. I expect nothing less from an amd sponsored title. /s
 
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Worse performance with DS activated on nvidia hardware. I expect nothing less from an amd sponsored title. /s
Balance has been restored. Both AMD and Nvidia fans are unhappy with the game.

Computerbase have looked into the effects of manually removing two DS libraries and got some really surprising results. While deleting these two specific files seems not to affect AMD cards, it dramatically improves frame time consistency (as reflected in the all-important fps lows) on Nvidia hardware:

View attachment 307590View attachment 307591View attachment 307592

It would appear that the initial DS implementation in Ratchet & Clank is flawed. Whether this is down to a bug, the game engine itself, drivers, or the GeForce being slower with FP16 workloads, remains to be seen.

In any case, I'd love to see a re-test when the issue at hand is addressed with an official patch.
Nividia's blogs about DirectStorage suggest that fixed function hardware is used for decompression. I've highlighted the relevant quote below:

We designed GDeflate with the following goals:

  • High-performance GPU-optimized decompression to support the fastest NVMe devices
  • Offload the CPU to avoid making it the bottleneck during I/O operations
  • Portable to a variety of data-parallel architectures, including CPUs and GPUs
  • Can be implemented cheaply in fixed-function hardware, using existing IP
  • Establish as a data-parallel data compression standard
 
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Nividia's blogs about DirectStorage suggest that fixed function hardware is used for decompression. I've highlighted the relevant quote below:
I guess you were thinking fixed-point math when you read fixed-function? Those two are entirely different concepts.

All the passage says is that GDeflate (GPU Deflate) can be adapted to run on already existing dedicated Deflate SIPs, i.e. devices other than GPUs. These hardware codecs could be implemented in SoCs, FPGAs or ASICs. An example of such implementation would be the discrete decompressor chip on PS4 and 5. Similar ICs have long been in use, since Deflate -- the compression format on which GDeflate is based -- has been around since the early 1990s.

As far as GDeflate goes, I'm pretty sure that it uses half-precision/FP16 to represent graphical data. Using full precision in GPGPU largely diminishes the speed advantage gained by parallelism.
 
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I guess you were thinking fixed-point math when you read fixed-function? Those two are entirely different concepts.

All the passage says is that GDeflate (GPU Deflate) can be adapted to run on already existing dedicated Deflate SIPs, i.e. devices other than GPUs. These hardware codecs would be implemented in SoCs, FPGAs or ASICs. A number of such ICs have been in use, since Deflate -- the compression format on which GDeflate is based -- has been around since the early 1990s.

As far as GDeflate goes, I'm pretty sure that it uses half-precision/FP16 to represent graphical data. Using full precision in GPGPU largely diminishes the speed advantage gained by parallelism.
I wasn't thinking of any particular representation, but rather thinking of fixed function hardware in the GPU like the ray tracing units, the ROPs and the texturing units.
 
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I wasn't thinking of any particular representation, but rather thinking of fixed function hardware in the GPU like the ray tracing units, the ROPs and the texturing units.
Oh, I see. GPGPU workloads are normally processed by the programmable unified shaders. I'm not aware whether GDeflate takes advantage of any fixed function units of the GPU.
 
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Oh, I see. GPGPU workloads are normally processed by the programmable unified shaders. I'm not aware whether GDeflate takes advantage of any fixed function units of the GPU.
In addition to the shaders, some compute algorithms can leverage texture units as well. Wikipedia has a pretty decent overview.
 
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