Let’s start with Radeon Boost. Important for you, the function is currently not supported by all games. Here is a list of the supported DX11 titles:
DX12 titles for completeness of course:
At this point it would have been nice if I could provide you with some slides regarding latency and FPS measurements from real life. But thanks to DHL, I’m going to have to pass on this one! Some new features are unfortunately not (or should I say not yet) supported with the RX 5700 XT. Here is the direct point of criticism to AMD: Why are the owners of older GPUs (RX 400, 500 or 5000 series) left out regarding Radeon Boost in relation to DX12 games? Especially the owners of older AMD graphics cards can certainly use a FPS boost regarding the new DX12 games! I don’t see RX 6000 unicorn owners on the agenda here currently.
What does Radeon Boost do? Ok let’s make this quick and easy: Radeon Boost dynamically scales down the resolution when you move fast, giving you more FPS. Which also lowers the frame time. This should also be measured in the latencies. I’m really curious about that! Here are two slides from AMD.
Hmm, well that’s anything but a stable frame time. At first glance, it looks like ventricular fibrillation.. I’ll measure what that really means soon!
Here you can activate the Anti-Lag and Boost functions. Both at the same time does not work at least with my 5700 XT. Why I can not answer you as of today yet. I’ll keep my eye on the ball here though…
If you have Radeon Anti-Lag enabled and could only benefit from it in DX11 games so far, you can now do it in DX12 games with a 6000 GPU. Whether older AMD GPUs will benefit remains unclear for now. AMD has a unique selling point here, because NULL (Nvidia Ultra Low Latency) only works under DX11. The working principle, both for Anti-Lag and NULL, is quite simple. At the cost of a few FPS in the GPU limit, the back pressure of the GPU to the CPU is reduced and thus latency can be improved. How much that really brings, that comes soon black on white and even in color! However, one should not expect too much, because it is and remains an intervention from the outside! We’ve already had this topic in relation to frame rate limiters (IGFL vs. RTSS). Here’s a slide from AMD from the Reviewers Guide:
An interesting slide to remeasure! It remains exciting..
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