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This is a completely misguided analysis. First of all, there is nothing in the M series architecture that's going to avoid pipeline stalls, let aloe huge 70ms g
by sudosysgen 3y ago
This is a completely misguided analysis. First of all, there is nothing in the M series architecture that's going to avoid pipeline stalls, let aloe huge 70ms graphics pipeline stalls. As I've explained above, games keep multiple frame pipelines in flight at once, so you don't have these kind of issues unless there is a scheduling or I/O issue. There is no advantage here.
The only advantage is that the transfer from GPU to CPU is faster in terms of latency. This doesn't cause pipeline stalls, because as I've explained above, frames are kept in flight, so latency is not critical. At the same time, modern CPU-GPU interconnects have similar bandwidth to RAM.
Additionally, you're not the first person to have thought about frame pacing. Dozens of reviewers have full frame pacing graphs with the frame times of every frame, as well as 0.1% lows, and we simply don't see what you're describing. 100ms+ frames are not a problem on modern games and modern hardware, and when they are, it's because of some blocking read to storage or to some scheduling issue, not because of CPU/GPU speed.
The impact of link speed on 0.1% low framerates has already been investigated, and it's minimal, and there isn't even an advantage here.
- deleted 3y ago[deleted]
- Retric 3y ago> 100ms+ frames are not a problem on modern games and modern hardware, and when they are There’s a multitude of such bugs which ship with modern titles. Benchmarking sites don’t use the release day build of 2077 for very good reasons.
- sudosysgen 3y agoThat's a problem with release day video games being unfinished buggy messes, not something that's going to change with hardware.