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 Post subject: Benchmarking AMD's Leo Demo 1.1
PostPosted: Fri Aug 17, 2012 5:51 am 
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Joined: Sun Mar 18, 2012 5:00 pm
Posts: 1853
Location: Nv Headquarters
So the explanation part they added seems to work except for one part in the middle on Nvidia cards.

Tested it with FRAPS using 142 second samples, just thought I'd share my results.

I'd like to see some other cards do it as well, kepler and older 5xxx and 6xxx series AMD cards :)

During the middle part of the bench it does something that evidently my card won't do, which caused the screen to go black during the demo portion of that test. GPU load stayed at 99% though and fps didn't skyrocket or change much.

Anyways, here are my results:

Stock:

Frames, Time (ms), Min, Max, Avg
3491, 142000, 16, 50, 24.585

Overclocked (850/1950mem)

Frames, Time (ms), Min, Max, Avg
4756, 142000, 21, 68, 33.493

Overclocked (908/2100)

Frames, Time (ms), Min, Max, Avg
5087, 142000, 23, 73, 35.824


From stock to 850 core I increased my on air 470's core clock 40%, which netted me a performance gain of 36%, not too bad.

From stock to 908 core I further increased it's clock speed a whooping 50%, not too bad for this old egg fryer which netted me a performance gain of 45% :D


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 Post subject: Re: Benchmarking AMD's Leo Demo 1.1
PostPosted: Fri Aug 17, 2012 9:33 am 
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Joined: Fri Jul 04, 2008 1:26 am
Posts: 19681
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Get it here.
http://developer.amd.com/samples/demos/ ... Demos.aspx
i'll give my result later on today.

http://www.geeks3d.com/20120322/amd-leo ... onal-mode/
Quote:
AMD has updated its Direct3D 11 tech-demo Leo, developed to show off the power of Radeon HD 7970. Leo 1.1 adds the educational mode that describes what features the demo exploits.

The educational mode works fine for NVIDIA GeForce cards (but it’s not the case for the demo mode) and you have to press ECS once the demo is launched (black screen) to see the menu.

Image


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 Post subject: Re: Benchmarking AMD's Leo Demo 1.1
PostPosted: Fri Aug 17, 2012 10:08 am 
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Leo looks to be based on Forward+ instead of Deferred rendering. It might not be a bad idea.
DiRT Showdown uses this tech
http://blogs.amd.com/play/2012/06/20/di ... wn-on-gcn/
Quote:
we’ve been working very closely with Codemasters to optimize the DiRT Showdown engine for GCN.

Those optimizations are twofold. First, we have cooperated to implement the advanced Forward+ rendering system that AMD developed in-house for our “Leo” technical demo. Forward+ not only allows for the efficient utilization of thousands of light sources, but also performs an accurate simulation of their interactions with objects in the world.

Forward+ also resolves the developer’s choice between a “forward” or “deferred” rendering engine for their game, which can have serious implications for the look, feel and features of a title. For example, a “forward” rendering engine supports anti-aliasing, texture transparencies (like leaves and chainlink fences), and a wide variety of texture types (e.g. cloth and metal). Meanwhile, a “deferred” engine supports a large number of light sources, efficient rendering effects (“shaders”), and works well on game consoles. Thanks to Forward+, all of these technologies can efficiently coexist.

Forward+ further extends its leadership over forward and deferred engines by substantially increasing the diversity in the material types that a game may render. Whereas lighting on cloth and metal textures might look very similar on a game with a deferred engine (e.g. consoles or console ports), Forward+ can render the distinct and realistic lighting differences between them.


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