MediaEspresso 6 quickly gets CPU bottlenecked when paired with a faster GPU, leading to our clusters of results. As we’ll see this doesn’t necessarily mean that MediaEspresso behaves similarly on both AMD and NVIDIA GPUs, but for MediaEspresso users it is what it is. MediaEspresso 6 doesn’t currently utilize a common API, and instead has codepaths for both AMD’s APP and NVIDIA’s CUDA APIs, which gives us a chance to test each API with a common program bridging them. Our final compute benchmark is Cyberlink’s MediaEspresso 6, the latest version of their GPU-accelerated video encoding suite. Note that this means that the 69 both outperform the GTX 580 here, as SmallLuxGPU does a good job setting AMD’s drivers up to extract ILP out of the OpenCL kernel it uses. The 58 are virtually tied, exactly where we’d expect our performance to be if everything is running under reasonably optimal conditions. Even with all of AMD’s shader changes both the 58 have a theoretical 2.7 TFLOPs of compute performance, and SmallLuxGPU backs up that number. Unlike Civ 5, SmallLuxGPU’s performance is much closer to where things should be theoretically. It’s this ray tracing engine we’re testing. While it’s still in beta, SmallLuxGPU recently hit a milestone by implementing a complete ray tracing engine in OpenCL, allowing them to fully offload the process to the GPU. Our second GPU compute benchmark is SmallLuxGPU, the GPU ray tracing branch of the open source LuxRender renderer. As an application of GPU computing, we’d expect the 6900 series to do at least somewhat better than the 5870, not notably worse. If what AMD says is true about the Cayman shader compiler needing some further optimization, then this is benchmark where that’s readily apparent. The 6970 barely does better than the 5850, meanwhile the 6950 is closest to NVIDIA’s GTX 460, the 768MB version. The real story is just how poorly the 6900 series does compared to the 5870. Civ V includes a sub-benchmark that exclusively tests the speed of their texture decompression algorithm by repeatedly decompressing the textures required for one of the game’s leader scenes.Ĭivilization V’s compute shader benchmark has always benefitted NVIDIA, but that’s not the real story here. Our first compute benchmark comes from Civilization V, which uses DirectCompute to decompress textures on the fly. This will give us our best chance to not only look at the theoretical aspects of AMD’s tessellation improvements, but to isolate shader performance to see whether AMD’s theoretical performance advantages and disadvantages from VLIW4 map out to real world scenarios. Moving on from our look at gaming performance, we have our customary look at compute performance, bundled with a look at theoretical tessellation performance.
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