AMD 8700G iGPU is pretty good

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DAPUNISHER

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Fabio tested 50 games on the 8700G. FSR2/3/FG and XeSS. He is even using it for recording the gameplay. APUs have come a long way.

 

DAPUNISHER

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8500G with a $40 price drop would get dropped right in my cart. Does well enough even with dGPU.


8700G is better than a RX580 8GB


Polaris and Vega are nerfed in Alan Wake 2.
 

DAPUNISHER

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We have finally advanced from 7 years ago. Yay.
What a throw away sarcastic comment. dGPU advancement has little to do with IGP. Go find the fastest IGP from 2017 and compare it to the 8700G. You'll be able to make the same comment without the sarcasm.
 
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Plus less heat and less noisy components means fewer points of failure and longer term service life for especially young gamers. They could grow up with these APUs, playing their favorite games over and over!
 

mikeymikec

Lifer
May 19, 2011
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Re the OP's first review and this business of the 6500XT running much slower on PCIE3 setups, from what I've seen this doesn't appear to be borne out on other modern cards, does anyone know why it's happening with this card? Is it an AMD 6000 thing?
 
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It's coz the 6500XT is a PCIe x4 card electrically but physically x16. Four lanes on a PCIe 4 slot give it enough bandwidth to get the data it needs from system RAM to replenish its 4GB framebuffer with fresh data. On a PCIe 3 slot, 4 lanes gives it half the bandwidth of PCIe 4. So it keeps waiting for data to come and the idle cycles of the GPU drop fps.
 

GodisanAtheist

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It's coz the 6500XT is a PCIe x4 card electrically but physically x16. Four lanes on a PCIe 4 slot give it enough bandwidth to get the data it needs from system RAM to replenish its 4GB framebuffer with fresh data. On a PCIe 3 slot, 4 lanes gives it half the bandwidth of PCIe 4. So it keeps waiting for data to come and the idle cycles of the GPU drop fps.

-At the risk of invoking the ghostly one, if they had given the card 8gb of RAM it would have mitigated the issue since at 6500xt levels 8gb of RAM is plenty to keep most game data in the frame buffer and not make trips across the PCI-E bus.

This was tested with a Sapphire 8gb card, but I can't seem to find the test, only reviews of the og 4gb card.

So it was an issue of "one too many compromises" that crippled the card's performance.
 

AtenRa

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Reviews that left the Vram at Auto should make an update and re test their benchmarks with dedicated 8GB or even 16GB Vram .

 
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RE4 Remake was the only game (that I saw in the video) that took advantage of the additional frame buffer capacity of 16GB. Every other game seemed to use just 200 or 300 MB more than the 8 GB setting.The other game engines were also weird in that using 16 GB frame buffer reduced the RAM consumption of the game by up to 2 GB but VRAM increased by only the aforementioned 0.2 to 0.3 GB. Weird and makes no sense.
 

moinmoin

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1% low and 0.1% low are also all over the place in ways that don't make sense. Really odd behaviour making me think that there's some inner working that's not spelled out to the user.
 

BFG10K

Lifer
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I can't see how changing the memory allocation would make a difference. CPU and iGPU aren't NUMA, they're the same memory pool.
 
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mikeymikec

Lifer
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RE4 Remake was the only game (that I saw in the video) that took advantage of the additional frame buffer capacity of 16GB. Every other game seemed to use just 200 or 300 MB more than the 8 GB setting.The other game engines were also weird in that using 16 GB frame buffer reduced the RAM consumption of the game by up to 2 GB but VRAM increased by only the aforementioned 0.2 to 0.3 GB. Weird and makes no sense.

I counted two games that were near or over the 8GB threshold. My feeling is, if it's near the threshold, it's inevitably going to go over the threshold at some point during the game. The other thing to bear in mind is that these games are all running on the lowest graphics settings, so logically less video RAM would be needed.

Disclaimer for the following: I am not a game dev!
Other people have theorised that video RAM often doesn't get used for the immediate display of textures but for pre-caching textures that are soon to be needed. In such a scenario then at face value one might expect that GPUs with less video RAM then would see greater intermittent drops while the textures (that would have been cached in video RAM) get loaded in from system RAM, but maybe there's an additional layer of safeguards going on to try and ensure that the data still gets to where it needs to be (ie. "just in time" systems that say supermarkets run on to ensure that stock is optimal for normal situations), but with lower VRAM the "just in time" system is more vulnerable to frame rate drops when prediction inevitably doesn't work as well as it should, for example the game expects that the textures for the next area will be needed at such-and-such point but then the immediate action gets busy in a particular and less predictable way which then exposes anomalies such as texture pop or frame rate drops beyond excusable levels.

I can't see how changing the memory allocation would make a difference. CPU and iGPU aren't NUMA, they're the same memory pool.

Related question - do recent iGPUs not have any kind of internal video RAM? I remember starting to adopt iGPUs for the average user in my PC builds at the point (I think it was AM3) that boards came with some soldered video RAM (I think it was referred to as the sideport RAM with AM3). For example, the ASUS M4A89GTD PRO had 128MB onboard video RAM for the ATI 4290 chip to use, and it also accessed UMA on the default settings.
 

BFG10K

Lifer
Aug 14, 2000
22,709
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Related question - do recent iGPUs not have any kind of internal video RAM?
Not that I'm aware of. At boot there's probably a tiny amount of DRAM set aside by the BIOS which is part of "hardware reserved" in Resource Monitor, but we're talking about a few hundred megs at most.

All memory access is shared through regular DRAM and the driver/Windows manage it dynamically. None of those tested games would even start if they were truly limited to 512MB VRAM. Heck, RE4 can crash on GPUs with 8GB of real VRAM.
 
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DeathReborn

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I counted two games that were near or over the 8GB threshold. My feeling is, if it's near the threshold, it's inevitably going to go over the threshold at some point during the game. The other thing to bear in mind is that these games are all running on the lowest graphics settings, so logically less video RAM would be needed.

Disclaimer for the following: I am not a game dev!
Other people have theorised that video RAM often doesn't get used for the immediate display of textures but for pre-caching textures that are soon to be needed. In such a scenario then at face value one might expect that GPUs with less video RAM then would see greater intermittent drops while the textures (that would have been cached in video RAM) get loaded in from system RAM, but maybe there's an additional layer of safeguards going on to try and ensure that the data still gets to where it needs to be (ie. "just in time" systems that say supermarkets run on to ensure that stock is optimal for normal situations), but with lower VRAM the "just in time" system is more vulnerable to frame rate drops when prediction inevitably doesn't work as well as it should, for example the game expects that the textures for the next area will be needed at such-and-such point but then the immediate action gets busy in a particular and less predictable way which then exposes anomalies such as texture pop or frame rate drops beyond excusable levels.



Related question - do recent iGPUs not have any kind of internal video RAM? I remember starting to adopt iGPUs for the average user in my PC builds at the point (I think it was AM3) that boards came with some soldered video RAM (I think it was referred to as the sideport RAM with AM3). For example, the ASUS M4A89GTD PRO had 128MB onboard video RAM for the ATI 4290 chip to use, and it also accessed UMA on the default settings.

I pointed out in the CPU version of this thread that the Sideport memory had no impact on performance. Today I would instead expect either Apple like Memory on the package (LPDDR5 for example) or a single stack of HBM (512bit maybe) if they were to add dedicated memory for integrated graphics... both highly unlikely though.

 
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All memory access is shared through regular DRAM and the driver/Windows manage it dynamically.
The driver is doing some voodoo irrespective of the BIOS selected UMA size. The only thing that changes is system RAM utilization by the game. If the UMA is 16GB, VRAM increases and game's system RAM consumption goes down but the performance is almost unchanged.
 

MrTeal

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Dec 7, 2003
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If you select 16G in BIOS and you have 32GB total system memory are you still able to utilize the full system memory outside gaming or are you limited to just 16?
 

mikeymikec

Lifer
May 19, 2011
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If you select 16G in BIOS and you have 32GB total system memory are you still able to utilize the full system memory outside gaming or are you limited to just 16?
Limited to just 16. The whole point of the setting is to dedicate a portion of system memory to integrated graphics; if the system could take it back, there would be no point in the setting.

I wonder if say the 8700G will ever make good use of 16GB dedicated RAM though; I would have thought it would run into other processing shortcomings long before the extra memory would come in handy. A bit like a GeForce 1030 with 16GB VRAM
 

MrTeal

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Dec 7, 2003
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Yeah, that's what I assumed. The costs of setting aside a large permanent chunk of RAM seem too high for the purported gain there, especially if systems with an 8600G might skew more towards having 16GB system ram.
 
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That guy posted the video without thinking why VRAM is so low. So I guess AMD knows people won't bother going into the BIOS to set the VRAM size so they make their iGPU driver dynamically use system RAM as VRAM as and when needed. Would be interesting to know what's the hard limit on that. Could it use maybe 32GB VRAM or more out of 48GB RAM?
 

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
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A small oc and 1440p.

Typical Prime. Gaming at 1440p. Well not really, I am using FSR performance but I started at 1440. LULZ!

Something I never got around to testing myself is if new games won't start or give a warning if you don't manually set the ram allocation in the UEFI to at least 4GB.
 
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