Software: GeForce Experience, Out of Beta

Along with the launch of the GTX 780 hardware, NVIDIA is also using this opportunity to announce and roll out new software. Though they are (and always will be) fundamentally a hardware company, NVIDIA has been finding that software is increasingly important to the sales of their products. As a result the company has taken on several software initiatives over the years, both on the consumer side and the business side. To that end the products launching today are essentially a spearhead as part of a larger NVIDIA software ecosystem.

The first item on the list is GeForce Experience, NVIDIA’s game settings advisor. You may remember GeForce Experience from the launch of the GTX 690, which is when GeForce Experience was first announced. The actual rollout of GeForce Experience was slower than NVIDIA projected, having gone from an announcement to a final release in just over a year. Never the less, there is a light at the end of the tunnel and with version 1.5, GeForce Experience is finally out of beta and is being qualified as release quality.

So what is GeForce Experience? GFE is in a nutshell NVIDIA’s game settings advisor. The concept itself is not new, as games have auto-detected hardware and tried to set appropriate settings, and even NVIDIA has toyed with the concept before with their Optimal Playable Settings (OPS) service. The difference between those implementations and GFE comes down to who’s doing the work of figuring this out, and how much work is being done.

With OPS NVIDIA was essentially writing out recommended settings by hand based on human play testing. That process is of course slow, making it hard to cover a wide range of hardware and to get settings out for new games in a timely manner. Meanwhile with auto-detection built-in to games the quality of the recommendations is not a particular issue, but most games based their automatic settings around a list of profiles, which means most built-in auto-detection routines were fouled up by newer hardware. Simply put, it doesn’t do NVIDIA any good if a graphical showcase game like Crysis 3 selects the lowest quality settings because it doesn’t know what a GTX 780 is.

NVIDIA’s solution of choice is to take on most of this work themselves, and then move virtually all of it to automation. From a business perspective this makes great sense for NVIDIA as they already have the critical component for such a service, the hardware. NVIDIA already operates large GPU farms in order to test drivers, a process that isn’t all that different from what they would need to do to automate the search for optimal settings. Rather than regression testing and looking for errors, NVIDIA’s GPU farms can iterate through various settings on various GPUs in order to find the best combination of settings that can reach a playable level of performance. 

By iterating through the massive matrix of settings most games offer, NVIDIA’s GPU farms can do most of the work required. What’s left for humans is writing test cases for new games, something again necessary for driver/regression testing, and then identifying which settings are more desirable from a quality perspective so that those can be weighted and scored in the benchmarking process. This means that it’s not entirely a human-free experience, but having a handful of engineers writing test cases and assigning weights is a much more productive use of time than having humans test everything by hand like it was for OPS.

Moving on, all of this feeds into NVIDIA’s GFE backend service, which in turn feeds the frontend in the form of the GFE client. The GFE client has a number of features (which we’ll get into in a moment), but for the purposes of GFE its primary role is to find games on a user’s computer, pull optimal settings from NVIDIA, and then apply those settings as necessary. All of this is done through a relatively straightforward UI, which lists the detected games, the games’ current settings, and NVIDIA’s suggested settings.

The big question of course is whether GFE’s settings are any good, and in short the answer is yes. NVIDIA’s settings are overall reasonable, and more often than not have closely matched the settings we use for benchmarking. I’ve noticed that they do have a preference for FXAA and other pseudo-AA modes over real AA modes like MSAA, but at this point that’s probably a losing battle on my part given the performance hit of MSAA.

For casual users NVIDIA is expecting this to be a one-stop solution. Casual users will let GFE go with whatever it thinks are the best settings, and as long as NVIDIA has done their profiling right users will get the best mix of quality at an appropriate framerate. For power users on the other hand the expectation isn’t necessarily that those users will stick with GFE’s recommended settings, but rather GFE will provide a solid baseline to work from. Rather than diving into a new game blindly, power users can start with GFE’s recommended settings and then turn things down if the performance isn’t quite high enough, or adjust some settings for others if they favor a different tradeoff in quality. On a personal note this exactly matches what I’ve been using GFE for since the earlier betas landed in our hands, so it seems like NVIDIA is on the mark when it comes to power users.

With all of that said, GeForce Experience isn’t going to be a stand-alone game optimization product but rather the start of a larger software suite for consumers. GeForce Experience has already absorbed the NVIDIA Update functionality that previously existed as a small optional install in NVIDIA’s drivers. It’s from here that NVIDIA is going to be building further software products for GeForce users.

The first of these expansions will be for SHIELD, NVIDIA’s handheld game console launching next month. One of SHIELD’s major features is the ability to stream PC games to the console, which in turn requires a utility running on the host PC to provide the SHIELD interface, control mapping, and of course video encoding and streaming. Rather than roll that out as a separate utility, that functionality will be built into future versions of GeForce Experience.

To that end, with the next release of drivers for the GTX 780 GeForce Experience will be bundled with NVIDIA’s drivers, similar to how NVIDIA Update is today. Like NVIDIA Update it will be an optional-but-default item, so users can opt out of it, but if the adoption is anything like NVIDIA Update then the expectation is that most users will end up installing GFE.

It would be remiss of us to not point out the potential for bloat here, but we’ll have to see how this plays out. In terms of file size GeForce Experience is rather tiny at 11MB (versus 169MB for the 320.14 driver package), so after installer overhead is accounted for it should add very little to the size of the GeForce driver package. Similarly it doesn’t seem to have any real appetite for system resources, but this is the wildcard since it’s subject to change as NVIDIA adds more functionality to the client.

Meet The GeForce GTX 780, Cont Software, Cont: ShadowPlay and "Reason Flags"
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  • just4U - Thursday, May 23, 2013 - link

    I love the fact that their using the cooler they used for the Titan. While I plan to wait (no need to upgrade right now) I'd like to see more of that.. It's a feature I'd pay for from both Nvidia and Amd.
  • HalloweenJack - Thursday, May 23, 2013 - link

    no compute with the GTX 780 - the DP is similar to a GTX 480 and way way down on a 7970. no folding on these then
  • BiffaZ - Friday, May 24, 2013 - link

    Folding doesn't use DP currently, its SP, same for most @home type compute apps, the main exclusion being Milkyway@Home which needs DP alot.
  • boe - Thursday, May 23, 2013 - link

    Bring on the DirectCU version and I'll order 2 today!
  • slickr - Thursday, May 23, 2013 - link

    At $650 its way too expensive. Two years ago this card would have been $500 at launch and within 4-5 months it would have been $400 with the slower cut down version at $300 and mid range cards $200.

    I hope people aren't stupid to buy this overpriced card that only brings about 5fps more than AMD top end single card.
  • chizow - Thursday, May 23, 2013 - link

    I think if it launched last year, it's price would have been more justified, but Nvidia sat on it for a year while they propped up mid-range GK104 as flagship. Very disappointing.

    Measured on it's own merits, GTX 780 is very impressive and probably worth the increase over previous flagship price points. For example, it's generally 80% faster than GTX 580, almost 100% faster than GTX 480, it's predecessors. In the past the increase might only be ~60-75% and improve some with driver gains. It also adds some bling and improvements with the cooler.

    It's just too late imo for Nvidia to ask those kinds of prices, especially after lying to their fanbase about GK104 always slotted as Kepler flagship.
  • JPForums - Thursday, May 23, 2013 - link

    I love what you are doing with frame time deltas. Some sites don't quite seem to understand that you can maintain low maximum frame times while still introducing stutter (especially in the simulation time counter) by having large deltas between frames. In the worst case, your simulation time can slow down (or speed up) while your frame time moves back in the opposite direction exaggerating the result.

    Admittedly I may be misunderstanding your method as I'm much more accustomed to seeing algebraic equations describing the method, but assuming I get it, I'd like to suggest further modification to you method to deal with performance swings that occur expectedly (transition to/from cut-scenes, arrival/departure of graphically intense elements, etc.). Rather than compare the average of the delta between frames against an average frame time across the entire run, you could compare instantaneous frame time against a sliding window average. The window could be large for games with consistent performance and smaller for games with mood swings. Using percentages when comparing against the average frame times for the entire run can result in situations where two graphics solutions with the exact same deltas would show the one with better performance having worse deltas. As an example, take any video cards frame time graph and subtract 5ms from each frame time and compare the two resulting delta percentages. A sliding window accounts for natural performance deviations while still giving a baseline to compare frame times swings from. If you are dead set on percentages, you can take them from there as the delta percentages from local frame time averages are more relevant than the delta percentage from the runs overall average. Given my love of number manipulation, though, I'd still prefer to see the absolute frame time difference from the sliding window average. It would make it much easier for me to see whether the difference to the windowed average is large (lets say >15ms) or small (say <4ms). Of course, while I'm being demanding, it would be nice to get an xls, csv, or some other format of file with the absolute frame times so I can run whatever graph I want to see myself. I won't hold my breath. Take some of my suggestions, all of them, or none of them. I'm just happy to see where things are going.
  • Arnulf - Thursday, May 23, 2013 - link

    The correct metric for this comparison would be die size (area) and complexity of manufacturing rather than the number of transistors.

    RAM modules contain far more transistors (at least a couple of transistors per bit, with common 4 GB = 32 Gb = 64+ billion transistors per stick modules selling for less than $30 on Newegg), yet cost peanuts compared to this overpriced abomination that is 780.
  • marc1000 - Thursday, May 23, 2013 - link

    and GTX 760 ??? what will it be? will it be $200??

    or maybe the 660 will be rebranded as 750 and go to $150??
  • kilkennycat - Thursday, May 23, 2013 - link

    Fyi: eVGA offers "Superclocked" versions of the GTX780 with either a eVGA-designed "ACX" dual-open-fan cooler, or the nVidia-designed "titan"blower. Both at $659 are ~ $10 more than the default-speed version. The overclocks are quite substantial, 941MHz base, 993MHz boost (vs default 863/902) for the "titan" blower version, 967/1020 for the ACX-cooler version. The ACX cooler is likely to be more noisy than the "titan", plus it will dump some exhaust heat back into the computer case. Both of these eVGa Superclocked types were available for a short time on Newegg this morning, now "Auto Notify" :-( :-(

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