AMD Radeon Adrenalin Edition 19.12.2 driver download
Click here to post a comment for AMD Radeon Adrenalin Edition 19.12.2 driver download on our message forum
geko95gek
I'm on 19.9.3 and feeling good, probs not worth me updating. I doubt I would get any boost on my ancient card.
New interface looks like a mess as well tbh.
KissSh0t
wavetrex
Alessio1989
Do not install it on R9 380 Series too!
moo100times
butjer1010
moo100times
waltc3
Supposedly a new driver, 19.12.3, is due out today--12/18. I've had several problems with the 2020s (19.12.2)--problems I have verified to my own satisfaction that do not occur under the 19.12.1's. Weirdest thing to me is how they've botched the AF setting--just ON/OFF with a note that says the AF control is only for DX9 games. No "use application settings" or "override application settings" for AF any longer, though these have been constant in the AMD drivers until now. No explanation is given for the change.
Hilbert Hagedoorn
Administrator
AMD's Radeon Technologies Group released Radeon Software Adrenalin 2020 Edition 19.12.3. This release focuses purely on improving stability and resolving end user issues following up on our Adrenalin 2020 launch.
Download
JonasBeckman
OpenGL is single threaded though yeah the Windows OGL drivers aren't quite as advanced as what's happening on the Linux driver side but they're compatible and working well but just not as fast and if the title draws upon extensions then I guess anything can happen.
Doubt that's going to change with Vulkan now being the API getting focus instead though as I'm hearing it the situation isn't that different in how the Linux driver is doing a good job and the Windows driver is ... average.
(Better performance situation though than OGL and compared to I guess NVIDIA's little threading hack for the API.)
D3D11 suffers (Possibly?) from D3D11.1 and driver command list support as a optional feature unlike D3D12 where multi-threading is part of the API and the way it's doing this also differs but it would also require the game to draw upon this extension and far as I know AMD only really supported this of sorts in Civilization 5 (But no longer?) plus in newer games drawing more upon CPU and threading I expect this little bottleneck to remain a hindrance until D3D12 or Vulkan API adaption improves in more recent game engines and games running on these which might take quite a bit of time and D3D11 also isn't going anywhere either anytime soon.
(NVIDIA as I recall also has additional helpers here through NVAPI so anything running through NVAPI and doing threading via this still wouldn't help AMD which I do believe is part of Assassin's Creed Origins and Assassin's Creed Odyssey creating a full 8 threads here - deferred render context threads was it? - instead of say 2 - 4 so even if AMD supported the feature some games still wouldn't benefit from improved performance.)
Suppose D3D11 could possibly for the couple of games AMD supports go through AMD AGL kinda like NVAPI and they do use a number of things for D3D11 and D3D12 though more analytical and development centered AFAIK at least rather than going into micro-optimizations and extending supporting to various performance advantages and features through a driver side API. (Not entirely sure though, last I checked on AMD AGL D3D11 and D3D12 extensions that's what it looked like at least.)
So yeah they're still going to have problems with OpenGL and due to being conformant with the API specs I doubt even a rewrite would see that sort of feature added in though the driver could still end up being a fair bit faster although priority on low-level API's even as support for these on Windows at least isn't that widespread is probably not going to help further OpenGL support aside from maybe 4.6 extensions and bug fixes as required depending on severity.
D3D11's hard to say, developers would have to draw upon 11.1 DCL and multi-threading but who knows how well that's going to work out and I doubt it'd be good to force it through some driver hack, NVAPI via NVIDIA probably has a advantage here being more widespread and having more features though I'm not too in-depth in how AMD AGL has developed recently and AMD has a few things for their newer GPU models as well including the GPU Next path in addition to the earlier GCN one however this will work though not all features and improvements are active or working though Navi2 might see some of that change but we'll see. 🙂
(Draw Stream Binning Rasterization and what not making a return possibly and well I wouldn't expect a huge performance difference but who knows, 3 - 5% is still performance even if low over what marketing might have with "up to" results hah.)
EDIT: Well I'm far from a expert or anything, from what I have read up and do know the D3D11.1 driver command list can give a nice boost if implemented well and supported so who knows how much AMD might be having in terms of a performance deficit or drawback compared to NVIDIA especially in newer games but if it's going via a special path or vendor specific like AMD's AMD Game Library or (AGL) or NVIDIA's NVIDIA API (NVAPI) then yeah it wouldn't really help anyway.
OGL I expect is just going to be what it is now both due to the Windows driver situation and performance compared to the Linux driver(s) but also from being conformant to the API specs and not adding other hacks or such even if this could give a substantial performance gain assuming it does work and it would complicate the code and overall compatibility as if the numerous D3D and OGL hacks and various compatibility trickery in the driver probably wasn't messy as is. 😀
(Kinda required though, some apps or games are just kinda broken either on a specific vendor or in general so it's not really going away even for D3D12 and Vulkan now.)
EDIT: Would be nice to see improvements of course but I'm not expecting anything anytime soon, OGL rewrite last time (Around the time of DOOM 3) took forever from what a former driver engineer mentioned and in the end it turned out to barely be much faster as all the other compatibility code and stuff for everything not DOOM 3 got added in compared to just overhauling the existing driver code.
Doesn't mean a new attempt could go better this time though but other stuff is probably a much bigger priority at least for the Windows driver code and situation.
Alessio1989
JonasBeckman
Hmm the return of the 75Hz issue almost though that didn't just happen for full-screen D3D applications (Or games.) as I recall, that's a pretty big issue then and now also not just for the Navi series so really bad especially if it's constant in every D3D title and not just whatever AMD's definition of a few would be.
(They kinda made the driver a bit less than usable for anyone with a higher-refresh display with that problem in these and possibly 19.12.2 too.)
EDIT: Or the desktop too come to think of it and media playback that's GPU accelerated and what not.
That's kinda incredibly bad no?
The new display driver for the GPU can't be used because it kinda breaks unless you cap refresh rate to 72 - 60 or lower instead of 75 which is almost halving what that fancy 144Hz should be doing. Yeah that can't be good to keep as a active issue.
But it's right before the holiday weekends now so 20.1.1 as the first driver that might fix that and with how things have gone with known issues and additional issues popping up that's not the most positive outlook but hopefully it'll be resolved speedily.
Alessio1989
200-300 Series are GCN1/2/3,nothing more. this drivers are crap, nothing more to discuss. This fashion to pull 1 driver update per-month is stupid. A driver update must be available only when it's done.