Practical Performance Possibilities

Last but not least, we would like to explore the potential performance repercussions of the GTX 970’s unusual configuration.

Starting with the ROPs, while NVIDIA’s original incorrect specification is unfortunate, from a practical perspective it’s really just annoying. As originally (and correctly) pointed out by The Tech Report and Hardware.fr, when it comes to fillrates the GTX 970 is already bottlenecked elsewhere. With a peak pixel rate of 4 pixels per clock per SMM, the GTX 970’s 13 SMMs inherently limit the card to 52px/clock, versus the 56px/clock rate for the card’s 56 ROPs. This is distinct from the GTX 980, where every stage of the GPU can pump out 64px/clock, and the ROPs can consume it just as well. In the case of the GTX 970 those extra ROPs still play a role in other tasks such as MSAA and other ROP activities that don’t require consuming additional SMM output – not to mention a fully disabled ROP/MC partition would shift the bottleneck to the ROPs with only 48 ROPs vs. 13 SMMs – so the 56 ROPs are still useful to have, but for basic pixel operations the GTX 970 has been bound by its SMM count from the start.

As for the memory segmentation, there are 3 basic scenarios to consider, only one of which has the potential to impact the GTX 970 in particular. In all cases with less than 3.5GB of memory allocated the GTX 970 behaves just as if it had a single segment, with no corner cases to be concerned about. Meanwhile in cases with more than 4GB of memory allocation the GTX 970 will still spill over to PCIe, just as the GTX 980 does, typically crushing performance in both cases. This leaves the last case as the only real concern, which is memory allocations between 3.5GB and 4GB.

GeForce GTX 970 Theoretical Memory Bandwidth
Segment Memory
Fast Segment (3.5GB) 192GB/sec
Slow Segment (512MB) 28GB/sec
PCIe System Memory 16GB/sec

In the case of memory allocations between 3.5GB and 4GB, what happens is unfortunately less-than-deterministic. The use of heuristics to determine which resources to allocate to which memory segment, though the correct solution in this case, means that the real world performance impact is going to vary on a game-by-game basis. If NVIDIA’s heuristics and driver team do their job correctly, then the performance impact versus a theoretical single-segment 4GB card should only be a few percent. Even in cases where the entire 4GB space is filled with in-use resources, picking resources that don’t need to be accessed frequently can sufficiently hide the lack of bandwidth from the 512MB segment. This is after all just a permutation on basic caching principles.

The worst case scenario on the other hand would be to have the NVIDIA heuristics fail, or alternatively ending up with a workload where no great solution exists, and over 3.5GB of resources must be repeatedly and heavily accessed. In this case there is certainly the potential for performance to crumple, especially if accessing resources in the slow segment is a blocking action. And in this case the GTX 970 would still perform better than a true 3.5GB card since the slow segment is still much faster than system memory, but it’s nonetheless significantly slower than the 3.5GB segment as well.

But perhaps the most frustrating scenario isn’t having more than 3.5GB of necessary resources, but having more than 3.5GB of unnecessary resources due to caching by the application. One VRAM utilization strategy for games is to allocate as much VRAM as they can get their hands on and then hold onto it for internal resource caching, increased view distances, or other less immediate needs. The Frostbite engine behind the Battlefield series (and an increasing number of other EA games) is one such example, as it will opportunistically allocate additional VRAM for the purpose of increasing draw distances. For something like a game this actually makes a lot of sense at the application level – games are generally monolithic applications that are the sole program being interacted with at the time – but it makes VRAM allocation tracking all the trickier as it obfuscates what a game truly needs versus what it merely wants to hold onto for itself. In this case tracking resources by usage is still one option, though like the overall theme of real world performance implications, it’s going to be strongly dependent on the individual application.

In any case, the one bit of good news here is that for gaming running out of VRAM is generally rather obvious. Running out of VRAM, be it under normal circumstances or going over the GTX 970’s 3.5GB segment, results in some very obvious stuttering and very poor minimum framerates. So if it does happen then it will be easy to spot. Running out of (fast) VRAM isn’t something that can easily be hidden if the VRAM is truly needed.

To that end in the short amount of time we’ve had to work on this article we have also been working on cooking up potential corner cases for the GTX 970 and have so far come up empty, though we’re by no means done. Coming up with real (non-synthetic) gaming workloads that can utilize between 3.5GB and 4GB of VRAM while not running into a rendering performance wall is already a challenge, and all the more so when trying to find such workloads that actually demonstrate performance problems. This at first glance does seem to validate NVIDIA’s overall claims that performance is not significantly impacted by the memory segmentation, but we’re going to continue looking to see if that holds up. In the meantime NVIDIA seems very eager to find such corner cases as well, and if there are any they’d like to be able to identify what’s going on and tweak their heuristics to resolve them.

Ultimately we find ourselves going a full circle back to something NVIDIA initially said about the matter, which is that the performance impact of the GTX 970’s configuration is already baked into the results we have. After all, the configuration is not a bug or other form of unexpected behavior, and NVIDIA has been fully abstracting and handling the memory segments since the GTX 970’s initial launch. So while today’s revelation gives us a better understanding of how GTX 970 operates and what the benefits and drawbacks are, that information alone doesn’t change how the card behaves.

Closing Thoughts

Bringing things to a close, I must admit I was a bit taken aback when NVIDIA first told us that they needed to correct the specifications for the GTX 970. We’ve had NVIDIA decline to disclose sensitive information before only to reveal it later, but they’ve never had to do something quite like this before. In retrospect these new specifications make more sense given the performance and device specs we’re seeing, but it certainly is going to leave egg on NVIDIA’s face as this never should have happened in the first place.

As for the GTX 970’s underlying memory configuration and memory allocation techniques, this is going to be a more difficult matter to bring closure to. Without question the GTX 970’s unusual memory configuration introduces a layer of complexity that isn’t there with the GTX 980, and as a result it’s extremely difficult to quantify better and worse in this case. It’s worse than the GTX 980 – and it is a lower tier card after all – but how much worse is no longer an easy answer to provide.

At its heart the GTX 970’s configuration is a compromise between GPU yields, card prices, and memory capacity. The easiest argument to make in that regard is that it should have shipped with a full 64 ROP configuration and skipped all of these complexities entirely. But on the whole and looking at the options for configurations without this additional complexity, a 3GB/48 ROP GTX 970 would have been underspeced, and with so much of the GTX 970’s success story being NVIDIA’s ability to launch the card at $329 I’m not sure if the other option is much better. At least on paper this looks like the best compromise NVIDIA could make.

In the end while I am disappointed that these details haven’t come out until now, I am satisfied that we now finally have enough information in hand to truly understand what’s going on with the GTX 970 and what its strengths and weaknesses are as a result of memory segmentation. Meanwhile for real world performance, right now this is an ongoing test with the GTX 970. As the highest-profile card to use memory segmentation it’s the first time NVIDIA has been under the microscope like this, but it’s far from the first time they’ve used this technology. But so far with this new information we have been unable to break the GTX 970, which means NVIDIA is likely on the right track and the GTX 970 should still be considered as great a card now as it was at launch. In which case what has ultimately changed today is not the GTX 970, but rather our perception of it.

Segmented Memory Allocation in Software
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  • Galidou - Tuesday, January 27, 2015 - link

    The performance remains still amazing for the price. They wouldn't have to describe the spec to me that I would have bought it if I didn't have an already good enough card for what I do/play.

    What's a big deal to me: performance to cost ratio end of the line. I never cared about anything else.
  • Galidou - Tuesday, January 27, 2015 - link

    alacard, did you really read the article? It is said about the memory bus that: ''Ultimately this link is what makes a partially disabled partition possible, and is also what makes it possible to have the full 256-bit memory bus present and active in spite of the lack of a ROP/L2 unit and its associated crossbar port.''

    If you have to be on the mad side of the community, at least, know your subject.
  • alacard - Tuesday, January 27, 2015 - link

    Galidou, did you read my comment? It CAN'T be running at 256bit bus width with the last 500MB DRAM module empty, which is will be most of the time. Please don't be dense with your replies about me not knowing my subject when you clearly don't know yours.

    "People buy performance, don't say a thing about memory bandwidth rops"

    Do you have a crystal ball? How do you know whether or not people buy things for specs are you clairvoyant? Can you see backward and forward in time? I buy tech based on specs all the time, in fact i don't know anyone personally who doesn't. A 256bit bus vs a 224 bus would cause me to think more carefully about my decision. Maybe i have a program with extremely high bandwidth needs that would run faster with 256. Maybe I plan on 4k gaming so I want the extra ROPS just in case. Maybe 2MB of cache sounds better to my ears than 1K+.

    My guess is the above - people like me - is why NVIDIA did nothing to correct specs they had to know were false. Now they're reaping what they sow, and i hope it's a huge harvest. They've earned it.
  • Galidou - Saturday, January 31, 2015 - link

    Nothing can be done qith you, you're the ultimate truth, next time, I will buy based on specs. Oh god forgive me for thinking I had to buy a gtx 970 because on paper it performs better than a R9 290 which has a better spec sheet.

    I will know better from now, buy the R9 290 because of the 512 bit memory bus and 2560 Stream processors. EVEN if it gives me worse fps for the price. oh almighty specs, forgive me for being such an ignorant, I once thought performance was more important than specs, now that alacard has enlightened me, never shall I make the same mistake.

    P.S.: I bought a GTX 660 ti even if peeps were going against the 192-bit memory bus and it's still one of the best video card I bought even 2 years and a half later.
  • Galidou - Saturday, January 31, 2015 - link

    Oh, another point, you want to buy a video card, look at benchmarks of the game you play at your resolution. Buy the video card that give you the best fps for the price, oh NOO I forgot again, no one buy BASED on performance, I HAS NO CRISTAL BALL OH NO! Fast, to the spec sheets: OH yeah I dunno what the performance is but THE SPEC OH THEY SPEAK TO ME!

    Darn, my friend plays the same games than me, bought video card for a cheaper price based on benchmark and gets better performance than me, alacard screwed me!!!
  • Galidou - Saturday, January 31, 2015 - link

    We sure look at specs, but again, we buy based on performance and I know I'm right. If I wasn't everyone would buy R9 290 and R9 290x because of the memory bus and quantity of Stream processors, not considering that 256 bit bus with superb compression with no loss in image quality will give you better performance.

    But nowhere will you see about nvidia's bandwidth that it surpasses the 512-bit bus of AMD. Not in any online retailer store directly on the spec sheet. So no, specs aren't everything, it doesn't say a thing about the optimization it had behind the specs.
  • spartaman64 - Monday, January 26, 2015 - link

    the 970 is still a great card but we should hold nvidia accountable
  • bigboxes - Tuesday, January 27, 2015 - link

    Good lord, you're shilling on HardOCP as well. You should be banned for this kind of crap. C'mon mods.
  • Ranger101 - Tuesday, January 27, 2015 - link

    What the hell do you know?
  • jackstar7 - Tuesday, January 27, 2015 - link

    So the life of your card was cut short (as games continue to use more and more VRAM) and you're not bothered by that? Is it that you would upgrade again before this became an issue and you don't mind losing value for potential resale? I just don't understand the mindset of someone who is okay with finding out their purchase was not made with all the correct information and in this case because the company specifically screwed up in providing it.

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