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More on Futuremark and nVidia

AzrealAO writes "Futuremark and nVidia have released statements regarding the controversy over nVidia driver optimzations and the FutureMark 2003 Benchmark. "Futuremark now has a deeper understanding of the situation and NVIDIA's optimization strategy. In the light of this, Futuremark now states that NVIDIA's driver design is an application specific optimization and not a cheat."" So nVidia's drivers are optimized specifically to run 3DMark2003... and that's not a cheat.

11 of 429 comments (clear)

  1. Fine With Me by HeelToe · · Score: 3, Interesting

    Though, I do prefer they make application specific optimizations that mean better gameplay.

    It's just another piece of information to keep in mind when selecting a new card.

  2. Bullshit by Obiwan+Kenobi · · Score: 4, Interesting

    This is politics at its worst, and I'm calling bullshit.

    There was no need for this nicey-nice statement other than NVidia threatening lawsuits and Futuremark wanting to protect what assets they have.

    Futuremark had every right to call NVidia on their selfish claim and unbelievable hacks. To say that they weren't liable for their own blunder is to say that Futuremark's reputation has been replaced by corporatespeak and a lack of respect almost unparalelled.

    What's worse is that I really thought "Yeah, this time the bad guy gets his due" and that NVidia should've known better.

    But of course, a few weeks later we've got to put on the nice face again for the public en large.

    What a complete waste of time. I know there isn't much respect left in corporate America, but hell, if you can't call a spade a spade, why even bother with the benchmarks when someone can just rewrite an ENTIRE SHADER and only keep a picture clear while the demo is on rails?

  3. Re:Cheat? by Davak · · Score: 4, Interesting

    Maybe I should elaborate...

    Specifically designing your product to work better in a test than in real life should be considered cheating.

    This could be avoided if 3DMark2003 would release different methods of testing the video cards each year... or if one could download updates from 3DMark2003 that would block any driver-specific optimizations.

    I usually look at the latest and greatest fps benchmark for the latest and greatest game anyway.

    Well, actually... my current Nvidia video card laughs at my little CPU anyway. I until I can find some more CPU to drive my screaming video card... I am not going to find any performance increase.

    Davak

  4. NVIDIA convinced them to change the rules by YetAnotherAnonymousC · · Score: 5, Interesting

    I think the money quote is:

    However, recent developments in the graphics industry and game development suggest that a different approach for game performance benchmarking might be needed, where manufacturer-specific code path optimization is directly in the code source. Futuremark will consider whether this approach is needed in its future benchmarks.

    I can sort of see the argument here, but it basically ruins the point of having a standard interface like DirectX. It's also like telling your math teacher, "no, it would be easier for my equations if you made 1+1=3. Now do it because I'm your star student."

    1. Re:NVIDIA convinced them to change the rules by TopShelf · · Score: 3, Interesting

      This is a pretty disturbing point, in that it makes it even more difficult for independent game developers to make headway. Basically, the videocard manufacturers offer to assist in optimizing games to work with their hardware. But of course that assistance will vary with the size and clout of the developer, leaving smaller outfits with the task of trying to optimize for various cards on their own, or suboptimizing the features in their products... either way it's a mess.

      --
      Stop by my site where I write about ERP systems & more
  5. Highly illogical posters by TellarHK · · Score: 4, Interesting

    (blunt)The problem with a lot of the reasoning I see here with people saying they want the card that plays the game they're interested in quickly, is that it's completely stupid. (/blunt)

    When you're looking for a video card, you -should- rely on a capable, and untainted/optimized benchmark for comparison simply because you can't predict what the software companies that make the actual games are going to do. Will they support -your- chosen card, or will some other GPU maker offer a better bribe to the developer? You may know that kind of info about games shipping RSN, or already on the shelves, but what about next year's?

    Getting the card based simply on one or two games instead of looking at some kind of objective benchmark does no good whatsoever. It's just a way to rope yourself into upgrading the card faster.

  6. Futuremark should by Achoi77 · · Score: 3, Interesting
    ..pump out the most ugly coded, cycle-wasting benchmark. I don't mean one that showcases all the newest rendering techniques, but rather one that strains to put out a simple rotating triangle. Then just have Nvidia pull out all the stops to try to make their card work faster.

    It's sort of akin to walking around with a backpack full of cinderblocks. That way, when you put down those cinderblocks(ie benchmark), you'll notice how much stronger you got.

    Perhaps they should use .NET for their next benchmark. Or Java. That'll be the true test of a video card :-)

  7. What they're really saying... by Thagg · · Score: 3, Interesting

    I believe the correct interpretation of what FutureMark is saying is that the game writers are building their games differently for the different boards that are out there. That's what they mean by "manufacturer-specific code path optimization is directly in the code source." The source code they are referring to are UT and Q3, as examples.

    They are saying that the boards have become different enough that game writers are coding differently for them. Not too surprising, really. That's the way it's always been.

    This makes writing a synthetic benchmark extraordinarily difficult, needless to say. I don't know if it's even possible in this case. Perhaps rather than try to come up with one number that specifies how fast a board is, you can come up with a series of metrics for each capability.

    While I'm sure that FutureMark has had some pressure applied to them to make this statement, it's not an unreasonable statement on its face. It's just the path they took to get there that is questionable.

    --
    I love Mondays. On a Monday, anything is possible.
  8. Bogus by 0123456 · · Score: 4, Interesting

    "The only vendor that natively supports PS 1.4 is ATI."

    Sorry, but that's garbage, pure and simple. Or are you not aware that PS 1.4 support is _required_ for DX9 cards with PS2.0 support. Your complaint may be valid when comparing a GF4 against a Radeon 8500, but is totally bogus when comparing two DX9 cards.

    "And their "DX9" onyl test is a piece of crap too. They use one or two new instructions in the VS, and PS2.0 is only used for the sky."

    Gee, one minute you're complaining that they use PS1.4 instructions, and now you're complaining that they don't use PS2.0 instructions. PS1.4 instructions _are_ effectively DX9 instructions since other than ATI, no other DX8 chips use them: you need a DX9 chip to run PS1.4 shaders.

    And it would appear to be real lucky for nvidia that they don't use many PS2.0 instructions since from the results of their shader test once the nvidia "optimization" of throwing away the shader and running a completely different shader was fixed, shows them running PS2.0 shaders at about half the speed of a Radeon 9800. The low performance of PS2.0 shaders on the FX card seems to be the reason why nvidia hated 3DMark03 so much; there was no way to get a good score without redesigning the chip or "optimizing".

  9. Optimizations, Cheats, and Objectivity. by Woodie · · Score: 4, Interesting

    OK -

    first off, for those of you wondering what the big deal with 3DMark 2003 is - and why you might use it in place of "real games" to benchmark 3D performance - here you go:

    3DMark is a test application to benchmark next-generation performance, so that you can get an idea how your video card might handle games that will be out this time _next_ year. Specifically some aspects of 3DMark are geared toward testing DX9 functionality, and it's Pixel and Vertex shaders. No game currently on the market uses these features (at least not that I am aware of).

    Secondly, the difference between a cheat and optimization is a fine one. If a given function continually produces the same output for the same inputs, and it takes 1 second to do so, and another function can produce the same results given the same inputs, but only takes 1/2 a second - it can be said to be functionally equivalent. However, it has been optimized. It's entirely possible, even desirable to replace pixel shaders and vertex shaders with routines which are optimized for your hardware. In much the same way that compilers schedule instructions optimally for the underlying CPU architecture, so too can instructions be re-ordered in a pixel shader routine... It's an optimization.

    Cheating occurs when people start making approximations (analogies to bringing a cheat-sheet to a test are not valid), or by failing to process (in the case of video cards) the same visual fidelity, and detail that was intended. By example:

    A> Reducing texture bit-depth.
    B> Reducing geometry detail (merging 2 or more polygons).

    This is only cheating if it's not the intent of the original application developer (not driver developer).

    A driver developer could make the following optimizations, since they don't affect the intent of the application developer:

    A> Pre-calc tables. A classic demo optimization would be to precalc a SIN function table to some level of precision as looking up a value was faster than calculating it on the fly.
    B> Replacing various pixel/vertex shader routines with functionally equivalent, but faster ones.
    C> Reordering data and textures (keeping detail and fidelity) into more optimal chunks for your hardware architecture.

    Those aren't cheats - they are optimizations. Of course, the only way you can tell this is if you have an objective standard to gauge against. 3DMark 2003 doesn't seem to provide this. In order to do so they would need the following:

    A> A software renderer for their demo.
    B> Timed snapshots of the demo saving uncompressed images from the software renderer to disk.
    C> The ability to re-run the demo using a hardware renderer (3D Card and drivers).
    D> The ability to take the same snapshots and save them, uncompressed to disk.
    E> The ability to do a histogram, per-pixel comparison to the software renders...

    This would enable you to arrive at some objective comparison of visual fidelity - instead of the occassionally subjective I think screenshot X looks better than screenshot Y. Without the intent of the 3DMark developers being known, we really can't know how true the hardware vendors and their drivers are to the original vision.

    Anything less than 3% difference is highly likely to be indistinguishable from the intent of the developers in this case. 5% to 10% may be visible, but acceptable (i.e. tweaks for speed in place of quality). Over 10% and you're playing with fire.

  10. MOD PARENT DOWN by mczak · · Score: 3, Interesting
    Please mod that troll down - it's just nvidia pr.
    I've personally analyzed the data from the driver (since I'm writing one), and they totally favor ATI with the heavy use of PS 1.4 shaders. In fact, the data changes completely if PS 1.4 support isn't claimed. (3x more geometry is sent)
    You don't need to "analyze the data" to figure this out. futuremark themself stated how much PS 1.4/2.0 shaders are used. And that 3x times more geometry figure if you don't support PS1.4 is correct - guess why? If you do a fallback to PS1.1 (which 3dmark03 does if your hardware doesn't support 1.4) you need multiple passes, so the geometry data needs to be sent 3 times...
    Also, PS 1.4 shaders don't always translate 'up' to PS 2.0 hardware very well
    bull****. PS1.4 and PS2.0 shaders are actually very similar, PS2.0 shaders can be much longer and support some things PS1.4 shaders don't.
    The only vendor that natively supports PS 1.4 is ATI.
    Well, PS1.4 is a feature of DX8.1. And the GeForceFX supports PS 1.4 just as natively as the Radeon 9500 and up - both of them don't have dedicated hardware for PS1.4. The only cards which benefit from that are the Radeon 8500/9000/9100/9200, and regardless of that, the GeForce4Ti which do not support PS1.4 (nvidia's decision - why blame futuremark?) are still faster than those.
    They should have created PS 1.1 shaders for the masses, and then if 2.0 hardware is detected, had 2.0 shaders for everything.
    They DO have PS1.1 for the masses (the fallback from the PS1.4), you just can't do the effects in a single pass with PS1.1, which is why there are PS1.4 shaders. And converting the PS1.4 shaders to PS2.0 wouldn't change the speed they'd run on the FX (or the Radeon 9500 and up) anyway, but would just make it unable to run the them on older hardware.
    It's sad the OEMs put alot of stock in 3Dmark, they don't seem to realize that gamers play games all day, not benchmarks.
    A valid argument, but unfortunately no game today is even close to really depend (performance-wise) on the DX9 features of the newest graphic cards available. Not even the upcoming DoomIII will really depend on those features (all it requires is PS1.4 equivalent (remember, it's OpenGL) to do everything in a single pass).