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Thread: OCCT 3.1.0 shows HD4870/4890 design flaw - they can't handle the new GPU test !

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  1. #1
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    lol well i just tried this.. on stock reference 4870....

    well... it started the test then just a black screen with my mouse.....

    pressed esc after about a min of doing nothing
    then everything was fine just went to normal occt screen.....

    nothing was wrong ... just the test didn't load up it didnt even go into 3d clocks...
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    Quote Originally Posted by Jamesrt2004 View Post
    lol well i just tried this.. on stock reference 4870....

    well... it started the test then just a black screen with my mouse.....

    pressed esc after about a min of doing nothing
    then everything was fine just went to normal occt screen.....

    nothing was wrong ... just the test didn't load up it didnt even go into 3d clocks...
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    Quote Originally Posted by Nedjo View Post
    could you define "very very optimised shaders"?

    I'd say that games like Crysis, or Far Cry 2, or Dawn Of War II, or the new Riddick or STALKER... do use very COMPLEX shaders... and I didn't heard that someone complained that those games burned their Radeons

    So you're saying that yours "simple Alpha blending" is meaner than STALKER's shaders... interesting!
    I don't know much about programming, but I think you don't know a single thing...

    Having complex code may cause less stress because some units will be idling, waiting to get other unit's information, while with simple, and scalable coding, you get much mure GPU load, because information is delivered much faster across units, because calculations are much simpler... I think...
    Are we there yet?

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    Quote Originally Posted by Luka_Aveiro View Post
    I don't know much about programming, but I think you don't know a single thing...

    Having complex code may cause less stress because some units will be idling, waiting to get other unit's information, while with simple, and scalable coding, you get much mure GPU load, because information is delivered much faster across units, because calculations are much simpler... I think...

    Exactly. Said in a much better english than mine. And that's where you see that english is not my native language.

    I built the current algorithm by isolating the functions that did load the GPUs, making a mathematical-function with it that was sound, and a scalable version (the "shader complexity" parameter.

    That's what was done. Sounds easy, was not

    And yes, indeed, the sole fact that lowering the hardware frequencies make the test run almost rules out any software problem. And believe me, i did ALOT of debugging there.

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    Quote Originally Posted by Tetedeiench View Post
    I built the current algorithm by isolating the functions that did load the GPUs, making a mathematical-function with it that was sound, and a scalable version (the "shader complexity" parameter.
    And heres your failure, no game can utilize all 160shaders 5D shaders to it's fullest potential, your simple shadercode can but neither reflects games nor the circumstance the R700 was layed out.
    Last edited by Hornet331; 05-19-2009 at 01:13 PM.

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    Quote Originally Posted by Hornet331 View Post
    And heres your failure, no game can utilize all 160shaders 5D shaders to it's fullest potential, your simple shadercode can but neither reflects games nor the circumstance the R700 was layed out.
    Well, why just having built it that way then, and boasting the capability ?

    I wonder.

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    Hmm, wonder if this is the real why sideport hasn't been enabled and graphics drivers haven't been bringing more performance.
    Cause it would crash the cards

    Oh well, at least ati can test there next gen cards with this tool first now.

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    Quote Originally Posted by Tetedeiench View Post
    Well, why just having built it that way then, and boasting the capability ?

    I wonder.
    Cause when you use it the way it's meant to be theres no problem....?

    Your code produces a load behavior of the shadercores that will be never exist in the wilde (not on video encoding, not on GPGPU apps and not on games).

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    Quote Originally Posted by Luka_Aveiro View Post
    I don't know much about programming, but I think you don't know a single thing...
    so you're now spoke person for Tetedeiench good for you!
    Having complex code may cause less stress because some units will be idling, waiting to get other unit's information, while with simple, and scalable coding, you get much mure GPU load, because information is delivered much faster across units, because calculations are much simpler... I think...
    after reading this gibberish I concur with you! You really don't know much about programming!!!

    pfff... more complex code imposes less stress on GPU... yeah right!
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    Quote Originally Posted by Nedjo View Post
    so you're now spoke person for Tetedeiench good for you!


    after reading this gibberish I concur with you! You really don't know much about programming!!!

    pfff... more complex code imposes less stress on GPU... yeah right!

    Are we there yet?

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    Quote Originally Posted by Jamesrt2004 View Post
    lol well i just tried this.. on stock reference 4870....

    well... it started the test then just a black screen with my mouse.....

    pressed esc after about a min of doing nothing
    then everything was fine just went to normal occt screen.....

    nothing was wrong ... just the test didn't load up it didnt even go into 3d clocks...
    That's something new

    Try the very same test with a shader complexity 0 (this lower the load on the GPU by a lot). Does it launch ?

    Try to monitor using RivaTuner : do you see the very same drop in the frequencies as we do record it ?

    Pressing <esc> kills the App, i've always included that escape point. Maybe you could recover from that.

  12. #12
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    Quote Originally Posted by Tetedeiench View Post
    That's something new

    Try the very same test with a shader complexity 0 (this lower the load on the GPU by a lot). Does it launch ?

    Try to monitor using RivaTuner : do you see the very same drop in the frequencies as we do record it ?

    Pressing <esc> kills the App, i've always included that escape point. Maybe you could recover from that.
    heya buddy sorry about late reply have to go hospital in morning etc... so was sorting that out..

    having it on 0 WORKS (looks pretty cool i must say) about to try 1 then 2 then 3 see what works and what doesnt ..


    -edit..-
    ok
    0 = works...
    1 = reproduces the thing in OT
    2 = same ..
    3 = what i said before seems like it doesn't show up just black screen with mouse working and can exit into windows pressing esc.
    Last edited by Jamesrt2004; 05-19-2009 at 01:37 PM.
    "Cast off your fear. Look forward. Never stand still, retreat and you will age. Hesitate and you will die. SHOUT! My name is…"
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    Quote Originally Posted by Jamesrt2004 View Post
    heya buddy sorry about late reply have to go hospital in morning etc... so was sorting that out..

    having it on 0 WORKS (looks pretty cool i must say) about to try 1 then 2 then 3 see what works and what doesnt ..


    -edit..-
    ok
    0 = works...
    1 = reproduces the thing in OT
    2 = same ..
    3 = what i said before seems like it doesn't show up just black screen with mouse working and can exit into windows pressing esc.
    Ok, so you have the same problem as other people

    If you underclock your card drastically, let's say 500/500 i'm sure Shader Complexity 3 will run just fine

    And really, don't worry about the reply delay

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