For AMD owners currently wondering when AMD’s Crossfire frame pacing improvements will make their way to multi-monitor Eyefinity configurations, we finally have some additional news on the matter. While attending AMD’s 2014 GPU product showcase, we were able to pull aside AMD’s PR reps and get a comment on the matter.

AMD is currently targeting a mid-fall release for the phase 2 fixes, phase 2 being the frame pacing improvements for Crossfire Eyefinity. Based on what we’re hearing that would be a November release, however AMD has also made it clear that they’re trying to push these fixes through as fast as they reasonably can. So if AMD can speed it up at all we’d certainly expect them to, as no one over at AMD seems to be happy that phase 2 is taking so long.

Like phase 1, phase 2 will cover all currently supported AMD families; so the 5000, 6000, and 7000 series. It’s a generic solution that will be applicable to all of them.

We’ll have more on the matter once AMD is ready to talk about it in full detail, hopefully in the not too distant future.

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  • prasanth - Tuesday, October 1, 2013 - link

    I don't think its an hardware issue per se, but I guess if you think of it that way there is always a possibility of an architecture better suited to minimize pacing issues... but an actual hardware fix, i doubt that. Reply
  • Origin64 - Tuesday, October 1, 2013 - link

    How about they comment on that BS announcement yesterday dropping 3D completely.
    Focus on higher res monitors, thats easy to say, they dont need to do anything new to be prepared for 4K, other than building faster chips with more memory which they wouldve needed to do anyway.

    I was thinking about going back to the red camp after I saw Mantle, but not anymore.

    They shouldve had this fix in 2008, by the way. CrossFire worked great on the 4xxx gen. Thanks AMD!
    Reply
  • DT3CH - Saturday, October 5, 2013 - link

    Seems like 3D will end up an Occulus Rift type experience not the glasses. One day it may be projected but thats no time soon. Why bother supporting it if it doesnt sell, and you cant even control what monitors come out that it would run on. I think a headset full immersion 3d will be more successful than the glasses gimmick, good to cut and run now. Reply
  • HisDivineOrder - Tuesday, October 1, 2013 - link

    "[A]s fast as they reasonably can." Well, that led to them going from June-July 2013 to July 2013 to August 1st 2013, so I'd say your confidence in their sense of urgency is misplaced.

    Then again, this IS the AMD Center, so I guess having a healthy amount of skepticism isn't really on the menu, right?
    Reply
  • Alexvrb - Tuesday, October 1, 2013 - link

    Origin... Frame pacing issues were present on older Crossfire configs too. It was just generically labeled microstuttering back then. Anyway, they're hard at work to alleviate issues. Reply
  • Bob Todd - Wednesday, October 2, 2013 - link

    Thanks for the update Ryan. I'm glad they are pushing to get these out soon. Now if only they could get their mobile Enduro drivers working for Sandy Bridge systems like they originally said they would... Reply
  • geok1ng - Saturday, October 5, 2013 - link

    Haters will hate if CF ever works as intended. TYVM NVIDIA for giving us TCAT and forcing AMD to work on framepacers drivers. Turns out that a tool that NVIDIA devised to undermined AMD market share may ultimately represent the doom of green team, as FCAT gave us a benchmark to remove all subjective fanboyism when comparing the cards. Until august i was advocating SLI 760, but after AMD august driver i am a huge fan of CF 7950 and the next drivers will make things look even harder on NVIDIA. Reply
  • Filiprino - Sunday, October 6, 2013 - link

    Seems as if this frame pacing fixes were only applicable to Direct3D (10 and beyond), what about OpenGL?
    I don't know if their codebase is bad or what, but their performance and compatibility on OpenGL side of things is very low compared to Direct3D.
    NVIDIA is making a lot of money with professional cards which normally work on OpenGL not Direct3D.
    Reply

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