The AMD Radeon R9 Fury X Review: Aiming For the Top
by Ryan Smith on July 2, 2015 11:15 AM ESTFar Cry 4
The next game in our 2015 GPU benchmark suite is Far Cry 4, Ubisoft’s Himalayan action game. A lot like Crysis 3, Far Cry 4 can be quite tough on GPUs, especially with Ultra settings thanks to the game’s expansive environments.
Like the Talos Principle, this is another game that treats AMD well. The R9 Fury X doesn’t just beat the GTX 980 Ti at 4K Ultra, but it beats the GTX Titan X as well. Even 1440p Ultra isn’t too shabby, with a smaller gap but none the less the same outcome.
Overall what we find is that the R9 Fury X has a 9% lead at 4K Ultra, and a 4% lead at 1440p Ultra, making this one of the only games where AMD takes the lead at 1440p. However something interesting happens if we run at 4K with lower quality settings, and that lead evaporates very quickly, shifting to an NVIDIA lead by roughly the same amount. At this time I don’t have a good explanation for this other than to say that whatever is going on at Ultra, it clearly is very different from what happens at Medium quality, and it favors AMD.
Finally, the performance gains over the R9 290X are around average. At 4K and 1440p Ultra the R9 Fury X picks up 35%; at 4K Medium that shrinks to 30%.
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Navvie - Thursday, July 2, 2015 - link
"Which is not say I’m looking" (paragraph 5, first line).Missing a "to" I think.
watzupken - Thursday, July 2, 2015 - link
Brilliant review. Well worth the wait. Thanks Ryan.Taracta - Thursday, July 2, 2015 - link
ROPs, ROPs, ROPs! Hows can they ~ double everything else and keep the same amount of ROPs and expect to win?Thatguy97 - Thursday, July 2, 2015 - link
maybe something to do with cost or yieldtipoo - Thursday, July 2, 2015 - link
They literally hit the size limits interposers can scale up to with this chip - so they can't make it any bigger to pack more transistors for more ROPs, until a die shrink. So they decided on a tradeoff, favouring other things than ROPs.Kevin G - Thursday, July 2, 2015 - link
They had a monster shader count and likely would be fine if they went to 3840 max to make room for more ROPs. 96 or 128 ROPs would have been impressive and really made this chip push lots of pixels. With HBM and the new delta color compression algorithm, there should be enough bandwidth to support these additional ROPs without bottle necking them.AMD also scaled the number of TMUs with the shaders but it likely wouldn't have hurt to have increased them by 50% too. Alternatively AMD could have redesigned the TMUs to have better 16 bit per channel texture support. Either of these changes would have put the texel throughput well beyond the GM200's theoretical throughput. I have a feeling that this is one of the bottlenecks that helps the GM200 pull ahead of Fiji.
tipoo - Friday, July 3, 2015 - link
Not saying it was the best tradeoff - just explaining. They quite literally could not go bigger in this case.testbug00 - Sunday, July 5, 2015 - link
the performances scaling as resolution increase is better than Nvidia, implying the ROPs aren't the bottleneck...chizow - Sunday, July 5, 2015 - link
No, that implies the shaders are the bottleneck at higher resolutions while ROP/fillrate/geometry remained constant. While Nvidia's bottleneck at lower resolutions isn't shader bound but their higher ROP/fillrate allows them to realize this benefit in actual FPS, AMD's ROPs are saturated and simply can't produce more frames.Ryan Smith - Thursday, July 2, 2015 - link
Right now there's not a lot of evidence for R9 Fury X being ROP limited. The performance we're seeing does not have any tell-tale signs of being ROP-bound, only hints here and there that may be the ROPs, or could just as well be the front-end.While Hawaii was due for the update, I'm not so sure we need to jump up in ROPs again so soon.