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AMD Displays Graphics Games Technology

Multi-Display Gaming Artifacts Shown With AMD, 4K Affected Too 148

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

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  • by Anonymous Brave Guy ( 457657 ) on Wednesday September 18, 2013 @12:19AM (#44880809)

    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.

  • by Taco Cowboy ( 5327 ) on Wednesday September 18, 2013 @01:01AM (#44880969) Journal

    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.

  • by Anonymous Coward on Wednesday September 18, 2013 @01:37AM (#44881091)
    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.
  • by Anonymous Coward on Wednesday September 18, 2013 @02:02AM (#44881189)

    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 [hardocp.com]?

    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.

  • by Beardydog ( 716221 ) on Wednesday September 18, 2013 @02:11AM (#44881223)
    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.

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