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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  • piiman - Saturday, January 31, 2015 - link

    " if anything this will only affect users who are maxing out VRAM and thats probably only a few of most owners who are probably on 1080p or 1440p without cranking modded textures/effects on games."

    Oh well if that's all it hurts.....oh wait that would be me. I bought 2 970s to do just that but guess what?
    But some how since you don't' think it effects you it's ok? VRAM use is going up and will go higher I didn't buy these cards to play last years games but the next gen games.
  • Nfarce - Saturday, January 31, 2015 - link

    Thank you piiman. I failed to mention that while I'm happy TODAY, I would not be affected TOMORROW. And this is WAY beyond a PR issue as Dal claims. WAY BEYOND. It's a complete misrepresentation of the card's stats whether by accident or intentional. And it is extremely hard to believe that all the engineering, marketing, and management teams collectively completely MISSED the wrong specs officially released by Nvidia for the card. REAL hard.

    So while I'm happy *currently* in my usage, there is a good chance I may have problems with games released this year and next year, something I did not anticipate as someone who skips at least one and sometimes two refreshes or generations of GPUs. That's not a contradiction in my beliefs as Dal also wrongly claimed.
  • Nfarce - Saturday, January 31, 2015 - link

    Let me restate: while I likely would have bought the 970 over the 980 even with reduced stats, I would definitely have rethought the purchase decision for long term usage.
  • Dal Makhani - Tuesday, February 3, 2015 - link

    You guys are overreacting, you will be fine in next gen games, especially if piiman has 2 of them. So what you have to reduce settings a bit so you dont hit the frame buffer limit, its not a big deal. While I am upset to hear that Nvidia flat out lied, we are all people and if marketing and engineering misrepresent something, its just business as usual because all companies face situations like this.

    HOWEVER, I think Nvidia should somehow make this up with game codes or some sort of step up program where they pay part of the bill for users to upgrade to a 980 if they are unhappy with their purchase. Loyalty should be kept through a response, i am in no way saying they should just let this go. I would bet a fair bit of money to say your 970's will still last as long as you thought they would.
  • inolvidable - Friday, January 30, 2015 - link

    I leave you here an interview with an engenieer from NVIDIA explaining everything: http://youtu.be/spZJrsssPA0
  • piiman - Saturday, January 31, 2015 - link

    LOL But what would Hitler say?
  • peevee - Saturday, January 31, 2015 - link

    Admit it, really used memory bus width is 224 bits, not 256 bits.
  • InsidiousTechnology - Saturday, January 31, 2015 - link

    There are times when a Class Action law suit are prudent and this is one of them. All those people who mindlessly cry about law suits fail to realize they help prevent clearly deceptive practices...and with Nvidia this is not the first time.
  • FlushedBubblyJock - Saturday, January 31, 2015 - link

    Can we sue AMD for worse at the same time ?
    http://www.anandtech.com/show/5176/amd-revises-bul...
  • aliciakr - Monday, February 2, 2015 - link

    Verry nice

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