Driver Update Addresses Radeon Frame Latency Issues
crookedvulture writes "AMD has begun addressing the Radeon frame latency spikes covered previously on Slashdot. A new beta driver is due out next week, and it dramatically smooths the uneven frame times exhibited by certain Radeon graphics processors. The driver only tackles performance issues in a few games, but more fixes are on the way. In the games that have been addressed, the new driver delivers more consistent frame times and smoother gameplay without having much of an impact on the minimum or average FPS numbers. Those traditional FPS metrics clearly do a poor job of quantifying the fluidity of in-game action. Surprisingly, it seems AMD was largely relying on those metrics when testing drivers internally. The company has now pledged to pay more attention to frame latencies to ensure that these kinds of issues don't crop up again."
Probably one of the most important divides in engineers (the world?) is the ability to read the data, acknowledge your mistakes and fix it. It seems like most companies spend more time doing damage control than damage remediation. Reality must take precedence over public relations, for Mother Slashdot cannot be fooled (with apologies to Richard Feynman).
This only applies to the new GCN architecture (most high end 7000 series cards) and not the older VLIW4/5 cards (which includes low end 7000 series cards and 6000 series cards)
It's not just bottom line. At this point and time, they would financially benefit from open sourcing their drivers. The problem really lies in a huge tangled web of license agreements from other parties that they can't straighten out. For almost any commercial product to go open source while the company is still in operation is a legal nightmare, and that's why it almost never happens.
When you get all the patent holders for the patents they are violating to execute license agreements and hold harmless agreements. You think it's only software where patents are stifling things? Everyone in the industry kind of willfully looks the other way, as long as the other guy also willfully looks away, and as long as there's no source code for anyone to drag anyone else into court over.
Realize also that the interfaces used on the bottom end to interface the software for the hardware disclose substantial information about the hardware as well. Imagine the following question in the press: "if you say you support 'B' in hardware, but are actually doing 'Q' and 'R' in hardware when you are asked to accomplish 'B', isn't the claim that you have 'hardware accelerated B' only technically true in order to have that marketing checkbox checked?". There are similar uncomfortable questions.
Apart from those, the interfaces to the hardware can disclose additional hardware patent violations, which would normally be covered by the "willfully looks away" already in progress.
if you actually did come up with something clever, but which wasn't patentable for whatever reason, your competitor could just copy it, and then you would have lost your market advantage.
Finally, most hardware codec decoding, e.g. for H.264, is partially looped in software s that the license can be tied to the software instead of the hardware, and therefore be optional, and not add to the unit cost as a hardware royalty item to Sorenson (and others). By this fiction, they become an optional software royalty item where the company using the hardware in their design can choose wheter or not to use the capability, and thereby be required to pay the royalty. If it became easy to use the hardware capabilities from Open Source software, then this fiction disappears. You can argue that standards should all be royalty free or not be standards until you are blue in the face, but you are looking at approximately 100,000,000,000 DVDs total in the world, all expecting H.264 to decode them, and that requires a royalty payment.
No, these drivers are never going to be fully Open Source at the same time they give access to all the hardware capabilities.
Since when is disk I/O speed or access time relevant to frame rates in a game?
When the engine is trying to grab data in real time from disk.
This is most assuredly *not* every game. But it is some games, or games in some scenarios. In MMO's you don't have enough RAM memory of all of the possible character armours these days, so you have to dynamically grab only that which will be on screen, same with any zone streaming in data from whatever area you have around you.
I can see why people would think this is a HDD speed issue. If you have burst loads of up to say 200 MB/s on a HDD, but average around 20, well then a regular drive will hiccup periodically whereas the SSD won't even bat an eye. As you say, that isn't actually *this* issue.
DVD"s are MPEG-2, not MPEG-4.
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And it took them YEARS to work this out? And only really weeks to "fix"?
Just because it is obvious to you doesn't mean that it is obvious to others. Really.
If there's a problem, kick up a fuss, complain, let someone know who can do something about it. This is true whether it is software, hardware, real life services, etc. There's always plenty for the people doing support to do, so if you want YOUR issues to be the ones fixed then you'd better sing up about them so that they get some priority. If you say nothing, everyone else will assume you're doing fine with no problems at all. That's the way the world works.
"Little does he know, but there is no 'I' in 'Idiot'!"