Closing Thoughts

It’s been a long road for AMD’s switchable graphics drivers, but if AMD can deliver everything they’re promising, we’re finally seeing the light at the end of the tunnel.

There have been two major frustrations over the past couple of years for us: first, we just haven’t seen much in the way of AMD mobile GPUs for review. That’s not because the systems aren’t out there, but most of the OEMs using AMD GPUs have been hesitant at best to sample them to reviewers. That’s a problem because when hardware isn’t getting reviewed, it usually means there’s not a huge amount of public interest, which means that the hardware isn’t selling. None of us want the graphics arena to turn into a one sided affair, but NVIDIA’s Optimus initiative has really caught hold since launching and AMD hasn’t had a proper answer—until now.

The second issue with AMD’s mobile graphics solutions has been the drivers. Discrete-only notebooks have been able to get driver updates, but only at the cost of usable battery life; meanwhile the more interesting switchable solutions have received essentially nothing in the way of driver updates from the laptop OEMs—the Sony VAIO C I tested a year ago continues to have most of the same driver problems, and the last driver update from Sony in October 2011 uses 8.850 series drivers from AMD (roughly matching up with the Catalyst 11.5 release). HP’s ENVY 15t-3000 is a more recent offering with an Ivy Bridge CPU and HD 7750M graphics, and the drivers there are 8.951 (Catalyst 12.3) and haven’t been updated in months. If you purchase a laptop with a discrete GPU, presumably you want to use that GPU for gaming or other graphics applications, and that means you’ll want to get driver updates on occasion. Prior to the Enduro 5.5 update that hasn’t generally been possible, and we’re eager to see that change.

Overall, we’re pleased to see AMD taking a serious look at their switchable graphics technology and working to bring it up to the level of the competition. We wish it would have happened sooner, but at least it's not too late to get things headed in the right direction—and we'd suggest that perhaps dropping the monthly driver updates is part of the reason we're finally getting needed Enduro enhancements. Right now, it feels as if Enduro 5.5 is basically where Optimus was back in early 2010, so AMD’s not out of the woods yet, but get us a couple driver updates this year and we’ll be ready to believe that Mobility Radeon users will receive the same level of driver support as desktop Radeon users.

We’ve never really had a problem with the performance of AMD’s mobile GPUs, and in recent years they have often managed to trump NVIDIA on a bang-for-the-buck analysis. Unfortunately, without driver updates we’ve been hesitant to recommend laptops with AMD’s mobile GPUs. The 7000M “London” GPUs (basically GCN/Southern Islands for mobile users) have a lot to offer, and with the updates to Enduro and regular driver releases from AMD, the mobile graphics competition is about to get a lot more interesting. Competition is always nice to see.

For anyone interested in seeing the full set of “Enduro 5.5” slides, the above gallery is available.

Update: Many readers have commented (and there are lengthy forum posts elsewhere) on issues with the 7970M GPU being underutilized while playing games. I ran a few quick tests of my own with the preview drivers to see if things are any better. All tests were run at 1080p, with the games set to either "Medium" or "Maximum" settings. Here are the results:

Clevo P170EM GPU Utilization
Game 1080p ~Medium 1080p ~Maximum
Batman: Arkham City 47% 100%
Diablo III 98% 99%
DiRT 3 62% 100%
Elder Scrolls: Skyrim 54% 60%

Obviously, the GPU isn't being maxed out in terms of what it can do in many of our test cases, and our complete benchmark results back this up. Especially at lower detail settings and lower resolutions, the HD 7970M isn't scaling to the sort of frame rates we'd expect. Is this a problem with Enduro in general, or just with the current drivers? AMD might also be intentionally scaling down GPU utilization (and thus performance) at lower quality settings, as the difference between 100 FPS and 150 FPS isn't particularly important on a 60 Hz LCD.

That said, in many cases we're seeing slightly lower performance with the preview drivers than the initial drivers, so clearly there's optimization work that needs to be done, and we may see improved results with the public release (most likely in October). While many people are frustrated with the current situation, I maintain that getting regular driver updates is the first hurdle that AMD needs to address; once that's in place, future driver releases can hopefully improve performance (along with GPU utilization).

Other Technical Details and Performance Expectations
Comments Locked

200 Comments

View All Comments

  • JarredWalton - Thursday, September 6, 2012 - link

    I have a P170EM with the beta drivers, and AMD says they're basically undergoing final QA before release this month or next. I brought up this issue over a year ago, so obviously AMD is moving slowly, but it looks like they're about ready to address things. Finally. I wouldn't go out and buy a 7970M solution today with the intention to wait for the public driver updates to start coming, but rest assured we will be testing with the public drivers when they launch, and when they update again we'll test again.

    I should also note again (as I did in the article) that the GCN architecture cards have not had the best performance consistency since launch until the latest drivers -- and that's on the desktop. Everyone running GCN on laptops is basically looking at drivers that are 3+ months old (unless they have a laptop that doesn't use Enduro, in which case they ought to have been able to update to the 12.7 Catalyst release).
  • arcticjoe - Thursday, September 6, 2012 - link

    Jarred download MSI Kombustor (its a very small download and has a GPU utilization graph so you can see the Enduro issue very quickly) and run it with default settings (DX10 and DX11 modes work ok and give you 99% utilization and good fps). If your utilization is bellow 99% then these new drivers fixed nothing.
  • JarredWalton - Thursday, September 6, 2012 - link

    Note that there are no "DX10 or DX11" modes -- everything is OpenGL as far as I can see. So even though the EXE name is msikombustordx11.exe, the rendering is done via OpenGL. That could be a problem, as up until Enduro OpenGL wasn't even supported by AMD's dynamic switchable graphics, but it appears to be working (mostly?) now.

    Utilization for the Furry and Stessy Test (GL4) starts low for the first ~10 seconds (and there were a couple rendering glitches) and then jumps to 98% with no more flashes or rendering errors. FPS at 1080p 2xAA is 13. Other tests show a similar low GPU utilization for the first few seconds and then jump to 90% or higher. I'm not sure what's going on, but I don't think the GPU utilization is accurate right at the start.

    Anyway, saying "anything below 99% in Kombustor isn't right" seems rather extreme, particularly since Kombustor is based off of Furmark. What about GPU utilization in games? Let me run a few tests, but if you know of any specific games where there are problems, I can try to test those.
  • arcticjoe - Thursday, September 6, 2012 - link

    Thanks for testing Jarred. I think (i'm at work at the moment, cant check) there is a tab for a "burn in test" which allows your to switch rendering between openGL and DX9/10/11.
  • JarredWalton - Thursday, September 6, 2012 - link

    Okay, that helps -- I wasn't sure exactly which test you wanted. Here are the full results at 1080p:

    OGL2: 92% utilization
    OGL3: 91% utilization
    DX9: 90% utilization
    DX10: 99% utilization
    DX11: 99% utilization

    There's still a ~5 second gap between starting and full load showing up, but that appears to be a "works as intended" sort of thing. Batman: Arkham City incidentally is showing 99.7% GPU load at 1080p Extreme settings.

    If you have specific games you'd like me to check, let me know. I'm going to see about digging into this a bit more today.
  • Seanzky - Thursday, September 6, 2012 - link

    Thank you!
  • arcticjoe - Thursday, September 6, 2012 - link

    Batman is one of the games I get unstable utilization (60-90%), so 99% sounds very promising.
  • JarredWalton - Thursday, September 6, 2012 - link

    So just a quick update:

    At extreme settings, GPU utilization is 99.7%. At Medium settings, however, GPU utilization is much lower: around 47%.

    I ran a similar test with DiRT 3. At Ultra High, I got GPU use of around 90% on average. Drop that to Medium and utilization drops to more like 50%.

    I guess the question is whether the GPU utilization is low because AMD is specifically trying not to use more GPU than needed (e.g. once you break 60 FPS, there's no much point in rendering faster on a 60Hz LCD panel), or if there's some other reason for the low GPU use. I'd also guess that it can be fixed with drivers; how high a priority that is remains to be seen.
  • arcticjoe - Thursday, September 6, 2012 - link

    I wouldnt mind if utilization dropped when 60fps limit is reached, the problem at the moment is that I get the same 20-40 fps (just lower utilization %) whether I am in Ultra or Low settings. So in BF3 MP on High settings I could get higher fps with 6970m than with my 7970m, when on paper 7970m should be nearly twice as fast.
  • gamoniac - Thursday, September 6, 2012 - link

    Thanks for the info about 20-40fps. I was thinking it would be desirable for the GPU to run optimally (not 99% all the time) once 60fps is hit, but if in fact the games are rendered at such low frame rate, it is a problem. Perhaps Jarred can post the FPS info as well.

Log in

Don't have an account? Sign up now