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Multi-Display Gaming Artifacts Shown With AMD, 4K Affected Too

Vigile writes "Multi-display gaming has really found a niche in the world of high-end PC gaming, starting when AMD released Eyefinity in 2009 in three-panel configurations. AMD expanded out to six-screen options in 2010 and NVIDIA followed shortly thereafter with a similar multi-screen solution called Surround. Over the last 12 months or so, GPU performance testing has gone through a sort of revolution as the move from software measurement to hardware capture measurement has taken hold. PC Perspective has done testing with this new technology on AMD Eyefinity and NVIDIA Surround configurations at 5760x1080 resolution and found there were some substantial anomalies in the AMD captures. The AMD cards exhibited dropped frames, interleaved frames (jumping back and forth between buffers) and even stepped, non-horizontal vertical sync tearing. The result is a much lower observed frame rate than software like FRAPS would indicate and these problems will also be found when using the current top-end, dual-head 4K PC displays since they emulate Eyefinity and Surround for setup."

26 of 148 comments (clear)

  1. AMD multi-display problems by Anonymous+Brave+Guy · · Score: 4, Insightful

    AMD also seem to have some serious problems, which seem to be worsening with each new driver, on their premium workstation cards when driving multiple displays. We've seen numerous video playback issues, including glitches away from the video area itself, on multi-display configurations. The most likely culprit at the moment seems to be changes in the GPU memory timing. I really hope they fix this soon, because our "professional" workstations are giving our professionals headaches right now.

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    1. Re:AMD multi-display problems by gagol · · Score: 2

      It is sad how video cards have become gaming toys, with the "pro" version being of the same quality with some features not crippled... I remember when we had those Matrox cards to go with our video editing workstations. Those things were stable as hell. Too bad they did not do well in the 3D realm.

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    2. Re:AMD multi-display problems by cheater512 · · Score: 4, Interesting

      I've got 5 monitors connected to 2 ATI cards (Linux + Xinerama).

      The most interesting artefact I've seen is some apps can corrupt the cursor so the pointer is a little bit of random memory contents.
      But only on some monitors. Move it to another monitor and it may come back, move it to the original monitor and it dies again.

      There must be some really fun bugs in their drivers that rear their heads with massive setups.

    3. Re:AMD multi-display problems by gagol · · Score: 2

      Have you tried the radeon driver?

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    4. Re:AMD multi-display problems by exomondo · · Score: 2

      How does that help us with the problems with AMD cards?

    5. Re:AMD multi-display problems by mkairys · · Score: 5, Interesting

      I've got 5 monitors connected to 2 ATI cards (Linux + Xinerama).

      The most interesting artefact I've seen is some apps can corrupt the cursor so the pointer is a little bit of random memory contents. But only on some monitors. Move it to another monitor and it may come back, move it to the original monitor and it dies again.

      There must be some really fun bugs in their drivers that rear their heads with massive setups.

      I actually get this exact same problem on my Windows 7 desktop (3 monitors). The primary display cursor will sometimes have fragments of the cursor graphics or loading animation displayed but moving the cursor across each screens fast and back again can sometimes resolve it. Interesting that its a problem on both platforms.

    6. Re:AMD multi-display problems by ShoulderOfOrion · · Score: 2

      I'm running 5760x1200 across three monitors on an ATI Flex card using the radeon driver. No problems here. But then again, I don't game, I don't run multiple GPUs in a CrossFire setup, and I don't get near the ATI binary drivers, so it's all good.

    7. Re:AMD multi-display problems by Anonymous Coward · · Score: 2, Insightful

      I hate to break this to you, but video cards have always been gaming toys. From the days of hires monochrome modes, to CGA, EGA, VGA and then ever faster and faster cards, the driving force was always games. I've always kept on the cutting edge with video cards, from Hercules and ATI in the early days, to Tseng, Matrox and 3Dfx in the 90s to Nvidia from 2000 to current. Know why? Games.

    8. Re:AMD multi-display problems by Celarnor · · Score: 2

      That cursor corruption bug is actually very, very old and seems to have resurfaced recently as of 13.4 or so. They were _supposed_ to fix that with the last patch (its in the patchnotes), but I still get it...

    9. Re:AMD multi-display problems by Dunbal · · Score: 2

      To be honest the Tseng also worked wonders for Windows 3.1, not just games :) Ahh the bad old days... God I've spent so much money on computers and computer stuff. Sigh.

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    10. Re:AMD multi-display problems by Dunbal · · Score: 2

      Driver nightmares? I have zero driver problems on my PC. Of course I never buy the "bleeding edge" brand new "hot video-card for this year just in time for Christmas", either. I'm perfectly happy being one or two generations behind, where cards and drivers are less buggy. I don't think it's so much a PC vs console issue as it is an "early adopter" issue. It's not only software companies that crowd-source the "beta test" of their products, apparently.

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    11. Re:AMD multi-display problems by Mashiki · · Score: 3, Interesting

      As a useful point, this has been an on-going issue with Nvidia drivers since about 290ish--and in the last three releases on 400,500 and some 600's where the drivers were so bad that they caused hardlocks across the board. Where either the drivers have been crap, or causing hardware lockups, or the various reports that can't be confirmed of them nuking hardware. In fact, it got so bad back 6mo ago that nvidia was looking for people in the continental US to send their entire rigs in to their hardware labs for testing. So, people thinking that this is a "flameware" or some other asinine thing, need to realize that there's driver issues on both sides. Sometimes however, the issues are more serious than reported for one side or the other. And between the two, nvidia has the more serious driver issue, and that's coming from someone who's last 6 cards have all been nvidia made by evga--three of which that had to be RMA'd because of a sudden hardware failure after a driver update.

      Thinking on this a bit more, it reminds me of how nvidia was at one point blaming the driver reset issue only on "bad configurations" and "PSU power issues" until it was found that undervolting or overvolting(mainly) the cards solved this problem. Especially on the 500 series cards, this was of course after they had adjusted the voltage supplied to the cards downward, in order to make them run cooler.

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    12. Re:AMD multi-display problems by Andy_R · · Score: 2

      I think you mean you wouldn't have these problems on a Mac (*ducks*)

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    13. Re:AMD multi-display problems by MatthiasF · · Score: 2

      Maybe it's an issue with an odd number of displays? Can you guys try reducing/increasing the number of displays to four and see if it has similar issues?

      We have numerous workstations using AMD video cards and two displays with no issues.

  2. Re:Talk about your canonical by epyT-R · · Score: 2, Interesting

    Yet, here you are posting, instead of over at wearetheworld.org. Just because people are starving doesn't mean that this isn't a problem worthy of mention for others. This is a tech site. If you want coverage of famine, there's a bevy of leftwing rags out there that talk about it every day. Go read one of those.

    This 'first world problem' routine is little more than politically correct shaming language, meant to shame people focused on their own issues into caring only about whatever the speaker wants them to focus on (usually some identity politics 'crisis.').

  3. That's what you get with duopoly by Taco+Cowboy · · Score: 5, Insightful

    I remember when we had those Matrox cards to go with our video editing workstations. Those things were stable as hell

    Back then there were more vendors competing fiercely in the market, and all of them were on their toes as they knew even one slip could turn out to be totally fatal.

    Nowadays, other than AMD and Nvidia, what other serious players do we have ?

    None.

    With the market turns into duopoly both the players no longer have the urge to bring new and innovative features into their new products.

    How many times we have heard of the horror stories brought on by their crappy drivers ?

    Other than lamenting online, the users (no matter if they are casual gamers or professional users) have no other option but to wait for a newer version of the drivers, or roll back the drivers to one that worked.

    ps. I still have several of those Matrox cards with dual video outputs.

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    1. Re:That's what you get with duopoly by aXis100 · · Score: 2

      Matrox are still making some serious professional 2D video cards, my favourite at the moment is a low profile quad head card we use with our operator workstations. They are no good for 3D graphics, but in many situations that's perfectly fine.

    2. Re:That's what you get with duopoly by Kjella · · Score: 2

      With the market turns into duopoly both the players no longer have the urge to bring new and innovative features into their new products.

      If AMD doesn't get any more urges soon, it might end up being a monopoly. Here's Anandtech's take on the server market right now:

      At the end of last year, AMD was capable of mounting an attack on the midrange Xeons by introducing Opterons based on the "Piledriver" core. That core improved both performance and power consumption, and Opteron servers were tangibly cheaper. However, at the moment, AMD's Opteron is forced to leave the midrange market and is relegated to the budget market. Price cuts will once again be necessary. Considering AMD's "transformed" technology strategy , we cannot help but be pessimistic about AMD's role in the midrange and high-end x86 server market. AMD's next step is nothing more than a somewhat tweaked "Opteron 6300". Besides the micro server market, only the Berlin CPU (4x Steamroller, integrated GPU) might be able to turn some heads in HPC and give Intel some competition in that space. Time will tell.

      I think we all know FX-8350 is no match for Intel's high end in the desktop market either and they're struggling with power efficiency in the laptop market. AMD is exiting all the markets where they're exclusively competing with Intel and entering all the markets where they're competing with Intel and half a dozen ARM competitors. As the saying goes, out of the frying pan and into the fire. If those console sales don't start to kick up AMDs finances soon they're done for, because right now their business plans stink.

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  4. Seems like a bullshit article. by Anonymous Coward · · Score: 2, Interesting

    Note that the words "driver" and "version" don't occur on the page. There is a know issue that AMDs been working that sounds a lot like this issue. It's been known for months, they've got a "two phase" plan to attack it, the first of which is implemented in the current beta driver-set.

    The timing of this article is very suspect. They're either reporting on a new problem (and totally failing at providing any relevant data on their configuration), or they're simpy regurgitating an already know issue, like doing a big splashy article about a bug report.

  5. Re:The first step is admitting their is a problem by Anonymous Coward · · Score: 2, Insightful

    So we have a problem. Now the hard work of narrowing the problem down can begin. My money is on all of the above. Subtle errors all over the place that nobody could test for and thus couldn't know they needed finding and fixing.

    You mean narrowing down the problem that is already known and already being worked on?

    Perhaps the problem is rather, why does this article, which pretends nothing of this is already known, exist? If this is a new issue, they totally failed to show it.

  6. Multi-Monitor Gaming Just Sucks by Beardydog · · Score: 4, Insightful

    The biggest problem with multi-monitor gaming is that it's just plain garbage in any kind of "surround" configuration. Apart from Fisheye-Quake and some fancy pants flight sims and racing games, arcing three or more monitors does nothing but waste power and processing capability to render a smeared-out mess on every monitor but the one in the center. Most games aren't even mathematically capable of producing a 180-degree FOV. I've never been quite sure who should get the ball rolling in that department, but I've just decided it should be Valve. I don't have a good reason. Get on it, guys! Ubiquitous support for rendering games to multiple-viewports.

  7. game cards aren't crippled any more by dutchwhizzman · · Score: 2

    These days, you can't get more features out of your gamer card by tricking the card or driver software into believing it is a "Pro" card any more. If you buy a Pro card now, it's usually based on the previous generation of chipset, with a well stabilized and thoroughly tested driver, compared to the very short time to market that top range gamer cards get. The big problem is that newer chipsets often are run on the same driver and iterations between the chipsets are often nothing more than a die shrink size and maybe some optimization in memory path, controllers and such. This means that drivers are essentially the same for all chipsets and the single code base requires both stability for Pro cards and bleeding edge features for the latest and greatest gamer stuff. Essentially, the Pro users of GFX cards like the CUDA and engineering people, suffer from the big pull of the gamer market demanding ever increased high resolution and frame rates because the manufacturers work with a single code base for both lines of product.

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  8. Re:FUD, Nothing but FUD by citizenr · · Score: 2

    except its true and measurable

    Even me on my shitty 4870 with two monitors have problems under windows 8. Everything is fine with one monitor active, but turn on dual monitors and all of a sudden I get flickering artifacts in 3D game on the main monitor.

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  9. Re:Maybe on the PC.... by matfud · · Score: 2

    all the old fireGL 1000/2000/3000/4000/5000/4 cards. SGI's Extreme series. all designed for pushing acurate polygons at the expense of texture mapping performance. And these were pushing the envelope not graphics cards for gaming. But you also paid through the nose for them.

  10. FOV limitations are just silly. by sgtrock · · Score: 2

    As a point of comparison: it's considered cheating in most first and third person shooting games multiplayer to increase your FoV beyond certain limit.

    An attitude which I never understood. Games designed to enforce a 90 degree FOV fail to take into account that on average, our peripheral vision encompasses about 150-160 degrees for most people.

    This is so because it gives you vastly superior awareness of your surroundings, making it much harder to surprise you with flanking.

    Well, that's sort of the point of peripheral vision, isn't it? There's an easy test that I was taught in junior high that quickly demonstrates this. Hold your arms out in front of you, thumbs up. Move them to the edges of your vision on both sides until you can just see them. Stop, and take a quick look left and right. If you're like most people, you'll find that you're arms are now almost straight out from your sides.

    Games which take into account this awareness tend to to do one or both of two things. The first is to allow an FOV up to some arbitrary limit somewhat greater than 90 degrees, say 110 or 120 degrees. Anything after that tends to get so distorted as to be useless on a single monitor anyhow.

    The second option is to show some sort of indicators on the side of your monitor and/or allow a quick free look around of just your head. The best implementation of this model belongs to an FPS series that emphasizes realism in its player model to an extent that I've seen nowhere else. I'm speaking of course of the Operation Flashpoint/ArmA I-III series. This game series has been working on this basic model since, what? 1998? The ArmA branch of that series has also provided native support for multiple monitors and TrackIR since the first iteration.

    If a FPS this fanatically dedicated to realism (OK, as long as you forget the brain dead AI and concentrate on everything else!) thinks this is OK, then why can't other games at least acknowledge the issue?

    1. Re:FOV limitations are just silly. by Luckyo · · Score: 2

      Judging by your response, you do not understand the issue at all. Our peripheral vision and our field of view is in fact irrelevant in the discussion of game balance/fairness.

      The point is that it's possible to project a much wider field of view onto the screen, up to full 360, giving you complete awareness of your surroundings. It would be uncomfortable to use initially until you trained yourself for it, but after you train your eyes and brain to accept it, you would become vastly superior in any game where advantage can be gained by flanking or hitting from behind.

      Field of view of a player as in comparison to field of view projected on the screen is usually a formula of screen size and distance from your eyes to the screen to create the most "realistic" view, i.e. the field of view that screen covers in front of your eyes equals the natural field of view from your eyes at the distance where your screen is located.

      But when you're competitive, and you need to maximize your advantage (i.e. how much of your surroundings you can view at once), you want to use as wide field of view as possible without completely disorienting yourself. If you train yourself, even fully panoramic 360 is doable without massive disorientation. People who play in competitive fields train for thousands of hours.

      That is why most games have a fixed maximum field of view, and hacking your client to give wider field of view gives you same cheating ban as wallhacking would.