Download: AMD Radeon Adrenalin Edition 18.2.3 Drivers

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Atiapfxx.exe -r -sys -s test.xml Test.xml via Notepad++ and it's Compare 2.0 plugin against Test_.xml from the previous driver and the following has changed. 🙂 First of all there's the usual version number and build date. February 19th for these, February 6th for 18.2.2 17.50.25.01 for these drivers, 17.50.17.04 for 18.2.2 OGL p2ZE4h Q24K1j o6I2er a1Sd9R UIq32e lD4h2H These properties were added with this driver, impossible to say what they do from the name alone but continued OpenGL 4.6 support or extensions perhaps? Just a guess and it could be something else. Some have names like the above other have plain text names such as FreeSync so it could be either general compatibility or they extended or added something different for this API, hard to tell from the file like this with these names. Crossfire Final Fantasy XII has a Crossfire profile now Sea of Thieves had it's Crossfire profile updated. Sea of Thieves - Updated Final Fantasy XII (12) - Added Again these can't really be deciphered from this file alone, the bits are visible but kinda hard to say what does what and they're really long too for some of these games. 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True That's 18.2.2 for Sea of Thieves. 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0x0D,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x19,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x21,0x00,0x00,0x01,0x02,0x00,0xFF,0xFF,0x00,0x00,0x00,0x00,0x03,0x00,0xFF,0xFF,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00, True That's 18.2.3 for SoT. DXX Sea of Thieves - Updated. 18.2.2 0x22,0x00,0x00,0x01,0x00,0x00,0xFF,0xFF,0x10,0x00,0x00,0x00,0x13,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x55,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x01,0x00,0xFF,0xFF,0x38,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0xFF,0xFF,0xFF,0xFF,0x35,0x00,0x00,0x00,0x00,0x10,0x00,0x00,0x00,0x10,0x00,0x00,0xFF,0xFF,0xFF,0xFF,0x48,0x00,0x00,0x00,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0xFF,0x08,0x00,0x00,0x00,0x54,0x00,0x00,0x00,0x00,0x0A,0x00,0x40,0x28,0x00,0x00,0x00, 18.2.3 0x22,0x00,0x00,0x01,0x00,0x00,0xFF,0xFF,0x08,0x00,0x00,0x00,0x13,0x00,0x00,0x00,0x01,0x00,0x00,0x00, Again these don't really say much, there's less of whatever these are in 18.2.3 now but if that is something like DirectX Extension or whatever it might mean that could just be that the game now requires less overrides or "hacks" for this driver though that's almost mostly a guess, in either case the release notes show a nice performance boost. 🙂 OpenGL profiles. Catia 0xC8000023 0x00020000 These two were added. 0x00000002 This one was removed. PXDynamic HighPerfGPUAffinity HighPerfGPUAffinity HighPerfGPUAffinity HighPerfGPUAffinity HighPerfGPUAffinity Age of Empires Definitive Edition - Added. Brass Tactics and Brass Tactics Arena - Added. Sea of Thieves - Added The Lab - Added Crossfire exe profiles. 18.2.2 Sea of ThievesProfile 18.2.3 Sea of ThievesProfile Sea of Thieves Test (Beta?) - SoTGameTest.exe -> SoTGame-Test.exe Both drivers appear to have already had a profile for the full game. 🙂 Sea of ThievesProfile FINAL FANTASY XII THE ZODIAC AGEProfile Final Fantasy XII (12) Zodiac Age - Added as per the above Crossfire profile file property. (And they got the exe name right too, they usually do though thankfully.)
https://forums.guru3d.com/data/avatars/m/209/209146.jpg
It usually takes a while before AMD updates to a newer SDK, I tend to just rip and use the latest runtime from the full SDK in the meantime since it's backwards compatible (For the bug fixes.) but for full functionality (Such as the new extensions.) it will take a update to the drivers for it to be fully utilized although I don't think any current Vulkan games makes use of the current SDK either and the same likely goes for many of the current software that are using Vulkan such as emulators but as I see it there's no harm to updating to a newer runtime and getting some extra bug fixes although it might still be a while before AMD's Vulkan drivers are updated to a newer SDK version for full support and functionality. 🙂 VulkanRT.rar http://www76.zippyshare.com/v/GhGIa2h1/file.html 1.0.68.0 runtime. https://vulkan.lunarg.com/doc/sdk/1.0.68.0/windows/release_notes-1.0.html For those runtime (loader) fixes primarily. (Extension wise conservative rasterization is apparently a big thing from what I've been reading.) For NVIDIA I think they're on 1.0.67.0 for the beta Vulkan branch drivers they're maintaining and then the release branch drivers use 1.0.58.0 I think, it usually takes a driver branch update for the VLK driver additions to be merged into the release branch so they too don't update immediately. (The Vulkan branch is pretty bleeding edge though for development use.)
https://forums.guru3d.com/data/avatars/m/150/150085.jpg
anyone getting any performance uplift with these drivers?
https://forums.guru3d.com/data/avatars/m/209/209146.jpg
The API allows for leveraging the full power of the GPU but it requires considerable skill and time to get the most out of and driver level optimizations and tweaks isn't entirely ruled out even if the software developer is now in control over things like multi-GPU support and specific GPU optimizations. Even Frostbite has shown some struggles with this and their use of DX12 and they have specific paths for different GPU architectures in their engine code though that's also one of the reasons the engine is so well optimized already for it's DX11 API. 🙂 This and Sea of Thieves far as I know is actually running under DirectX 11, I will have to check though. EDIT: Yep Sea of Thieves is actually using DX11 https://abload.de/img/3351075-specs4cscg.jpg Other UWP games have used that API as well since both DX11 and DX12 are supported, some of the initial launch games used DirectX 12 but I think DirectX 11 is the more commonly used API now. 🙂 Developers are more familiar with it likely being one key reason, Remedy switched over to DX11 for Quantum Break for example (Stating familiarity with said API as a key reason behind that decision.) when the game was released on Steam and despite AMD's advantage with low-level API support at least early on the game actually retained the same level of performance on AMD GPU's and then NVIDIA cards saw some nice gains. Not sure if this still holds up now with both AMD and NVIDIA having improved support even further both for newer GPU hardware and also for the software and drivers but I don't think Microsoft is pushing for DX12 quite as heavily as they did initially. Thus games like ReCore, Killer Instinct, Age of Empires 1 Definite Edition and Sea of Thieves use DX11 but DX12 is still a thing for some titles such as Halo Wars 2 and Forza 7 and from the sounds of it some of these titles use it pretty well. 🙂 (Gears of War 4 comes to mind, NVIDIA's drivers are currently having some problems with it though which I'm not sure what that's caused by but it's been in the release notes for known issues for a few driver releases now.)
https://forums.guru3d.com/data/avatars/m/238/238369.jpg
Installed them as soon i woke up...everything went smooth, no issues! 😎
https://forums.guru3d.com/data/avatars/m/238/238369.jpg
ViRGE:

Talking about Fury, any idea if they will alow HBM1 overclock again in the future?
No, dont wait for something like that. They disable it for a reason.
https://forums.guru3d.com/data/avatars/m/209/209146.jpg
Yeah the official response is something along the lines of Wattman not supporting HBM1 overclocking and I think they mentioned the memory modules not having a dedicated sensor but from discussions in the big Fury X thread here recently and similar discussions on overclocking on forums such as Overclockers and OCUK you can still adjust memory timings via bios modding and temps aren't too problematic even if they don't have the temperature sensor and some other tech found on HBM2 with Vega, which has sometimes been said to be another reason AMD hasn't brought back Fiji overclocking for memory. That and for Fiji and HBM1 the memory operates under for what is known about it it's at least a three step speed process which is 500 Mhz and the stock speed, 545.45 Mhz, 600 Mhz and finally 666 Mhz. It rounds down to the closest available but most GPU's seemed capable of hitting 545 without too much problems although above that only certain GPU's handled 600 Mhz and I don't think 666 was reachable though with timing and bios editing now possible that might be doable with some tweaking to both relaxing the timings and maybe upping voltage a little bit though 600 would probably be more stable while still showing some good gains. 🙂 You do need a good core clock speed too which also affects total results, Fiji is rated for up to 512 GB/s for it's memory bandwidth but in testing under the fastest conditions it reaches around 380 GB/s and then it's down to 350 GB/s for more general usage scenarios. I'm not sure what the conditions for the benchmark is but 400 - 450 might be reachable with some timing tweaks and a little bump in clock speed which is also holding the GPU back when it comes to total memory bandwidth. Vega in comparison does around 480 GB/s I believe it was but compared to traditional GDDR5 (Or GDDR5X with the 1080Ti which is pretty fast too.) there's also less latency and HBM2 on Vega has some resources for cache usage with HBCC and faster storage although HBCC hasn't been entirely stable in some software though the stock 8 GB VRAM is often more than enough for most games and software though certain scenarios can see it utilized more fully. I still have a lot of reading up to do on this subject at least trying to get a more basic understanding of the technology and surrounding information and so on, HBM has some nice advantages from what I know about it although the supply shortage and pricing makes it a bit problematic too but with some improvements and revisions this could be a replacement for GDDR5 and GDDR6 at least for high-end GPU models since pricing will likely be higher for a long while still and the shortage issue might also take a while to resolve. 🙂 Also from Reddit and regarding FreeSync: https://www.reddit.com/r/Amd/comments/7zij3s/radeon_software_adrenalin_edition_1823_release/
AMD_Aric RTG Engineer 14 points 7 hours ago Thanks for the update. The multimonitor Freesync issue is known. I can't recommend borderless fullscreen with Win 10 Fall Creators Update at this time. Either disable Freesync for that game or use fullscreen exclusive. We added per-application Freesync game profiles so you can do this easily from Radeon Settings now.
(RTG or Radeon Technology Group meaning a driver engineer.) Personally I find borderless to be incredibly useful but the flicker issue and this particular statement is problematic for FreeSync monitor owners, at least it sounds like fullscreen is now mostly fixed as is the issue with Chrome and what I assume is a hardware acceleration problem particularly for video playback often using a higher power and clock state. 🙂 (RS3 hasn't been entirely problem free even after a couple of months of cumulative updates though it sounds like RS4 going RTM next month might have resolved some issues with lag, stuttering and responsiveness in general but I don't know if it's fully resolved or if there's still some problems remaining.) EDIT: What's the status of known issues on AMD's driver page?
Known Issues A random system hang may be experienced after extended periods of use on system configurations using 12 GPU's for compute workloads. Water textures may appear to be missing in World of Final Fantasy™. Destiny 2™ may experience an application hang in the mission "Heist" on some Radeon GCN1.0 products. Radeon Overlay may intermittently fail to enable when toggled in some games. Radeon Chill hotkey may fail to reset when Radeon Settings is restored to defaults. FFmpeg application may experience corrupted output for H264 video streams.
So nothing about a known issue (In the known issues section, well...) in regards to borderless mode and FreeSync at all then. Well it's a good thing sources like Reddit and OCUK exists for picking up these things then. (OCUK has a AMD representative that posts fairly often, often has some insight even if he's community manager and not directly part of the tech team or driver engineer or what to say.) And I guess that while rare those few people who have a 12 GPU setup using it for compute workload smight have to wait a bit longer, then again to compare to NVIDIA's drivers they do have had a few known issues listed in the release notes for the last couple of releases now too so nothing new for either vendor I suppose. (And for both of them these sections are probably just a highlight and not a total of known and fixed issues with these drivers.) EDIT: References to some of the thins I posted here, this here is a Reddit AMD topic for Fiji memory overclocking and it's removal when Wattman replaced the older interface. https://www.reddit.com/r/Amd/comments/7ghtp1/why_amd_has_removed_the_memory_overclocking_for/ And this is a benchmark which also covers memory bandwidth and the measure speed for a Fury X GPU. https://techreport.com/review/28513/amd-radeon-r9-fury-x-graphics-card-reviewed/4
The question then becomes whether the Fury X is also bandwidth limited in this test, or if its performance is limited by the render back-end. Whatever the case, the Fury X "only" achieves 387 GB/s of throughput here, well below the 512 GB/s theoretical max of its HBM-infused memory subsystem.
(Still fast and there's other factors in play too and depending on what the GPU is doing the bottleneck could be in other areas too meaning this doesn't have a major impact on overall performance.)
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ViRGE:

Got the info wrong about Sea of Thieves, THX for the explanation, Since I got my Fury, the difference in The Division between DX11 and DX12 and DooM Vulkan made look a lot more in this Low level APIs, but they are not getting a lot of adoption sadly. Talking about Fury, any idea if they will alow HBM1 overclock again in the future? my Nano run nice with 550mhz without extra voltage on 16.2.2 WHQL, but I don't want to go back, 18.2.3 gave me 5 extra FPS in Mass Effect Andromeda.
Just ask Fox for Mod 😀 (2min of his time 😉) And you'll end up with some hefty Uplift in FPS (4-9FPS depends on Game & API in 1440p)
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Any idea if AMD plan to unify adrenalin driver with driver for int. graphic as Ryzen 2200g/2400G have?
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ViRGE:

JonasBeckman, thank you for the response! but there is another thing that crossed my mind, Sea of Thieves it is running on DX12, how can AMD with an driver update get "Up to 39% faster" when the whole DX12/vulkan thing was about having "paper thin" drivers and leave the low level access to the game developers?
I think this was a really good question as it asks for an explanation of "API versions" and "GPU driver optimizations" and the differences between. Not sure where the "paper thin" analogy came from in Virge's query, but that's a big part of what might seem so confusing, I'll wager. The following background/explanation info is merely my opinion, of course. It's unfortunate that much of what passes for "technical info" is actually marketing fluff--but it's always been that way, really. A person knows he's advancing his knowledge when it becomes fairly easy to spot the differences between actual specification info and marketing hype. The drivers don't get "thinner/smaller" because of d3d12--that's just not what's happening at all. What they are trying to say with d3d12 is that the API is now exposing more of the hardware to direct control of the 3d-engine/game programmers--allowing them to do a lot more with the GPU hardware than was possible for them under the older APIs. That's an advantage of d3d12 (over earlier d3d releases) according to Microsoft--and it may well be in reality, too. As always, it's the programming of each individual game that matters most--garbage in, garbage out, etc. No matter the capability of any given API, it cannot turn a sow's ear of poor game programming into a silk purse, etc. Ten years after the release of DX9.0c game developers were releasing brand-new games that required d3d9.x to run--it may even be going on today, in fact--I don't spend a lot of time wondering about API-version support, really. But you can bet that it will take years before d3d12-specific programming becomes ubiquitous--that is, games that require d3d12 for the support of d3d12-only feature(s) of some kind. This brings to mind the difference between "supporting" an API and "requiring" a specific API version. "Supporting DX12" only means that the game will run on a D3d12 system because D3d12 is itself backwards-compatible to at least d3d9.x (or earlier--to DX7, even.) Such games simply do not require that D3d12 be installed *at all* in order to run, but will run fine even if d3d12 is installed in the target system. "Requiring DX12" means that there is at least one feature in the game that is specific to d3d12 and that is not optional in terms of playing the game and so the game won't literally run unless d3d12 is present in the environment. For instance, D3d12 supports an in-API method of Crossfire/SLI, meaning the GPU drivers do not have to support "profiles" and capabilities that are external to the API--as they *all* do today for Xfire/SLI games written for earlier D3d API versions (or for D3d12, even, if the developer does not opt to support the in-API multi-GPU capability of D3d12.) But even with D3d12, the game engine has to be written that way specifically, from the ground up--and so far that has yet to be done, to my knowledge. While many newer games today "support D3d12" there are none that require d3d12, AFAIK. Games today are all d3d9/10/11 games that will run fine in a d3d12 system without supporting any of the new hardware-support features that d3d12 brings to the table, or, if a game supports a d3d12-specific feature, the game allows for running without that feature if d3d12 is not present. (That is what I call a "bolt-on" API feature.) It exists mainly for marketing purposes--bullet tics, etc. A "disposable" feature, if you will.) But to address your original remark about performance increases, I don't think it's wise to confuse "up to 39% faster" (mark the "up to" phrase as it is important) with the version of the API being compared, in this case "d3d12". The performance increase here has nothing to do with the API the game is compatible with. Rather, the performance increase comes strictly from the AMD GPU-driver folks looking at the game on an individual basis and making "optimizations" to their driver code that will allow the game to much more fully utilize the potential in their GPU hardware to push the game at a higher frame-rate clip than had been the case before the optimizations in the GPU drivers were made. This is true regardless of the API version in question. Hence the "up to" designation--as always, that "up to" number is sheer marketing fluff designed to entice and excite the intended audience...:D What it means is that frame-rate performance could increase by 39% when, say, you face a wall and stand still, but drop to a 2%-4% fps increase when actually playing the game normally. IE, "up to" imparts no real, specific information, and optimizations are not to be confused with API versions.
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waltc3:

...
you are terribly wrong there mate. Yes, DX12 driver is really low weight, because almost everything (resource management, submissions, threading etc.) is driven by developer/application because, as you correctly stated, that API is explicit. DX12 isn't backwards compatible to DX9 at all. There is completely different resource and submission model - developed by ATi in 2000s btw. and it's the same for all explicit APIs introduced recently (Mantle/Vulkan, DX12, Metal, Playstation GNM etc.) There is also something called Direct3d Feature Levels. Majority of games/apps are labeled as DX12, but in fact they are still using Feature Level 11 or 11_1 due to GPUs of one IHV (I'm looking at you nVidia) are not fully compatible with DX12 bindless resources model. As being stated before by Jonas, Sea of Thieves is DX11 based, so there can be some shader replacement/optimizations implemented in driver by IHVs
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I'm having really noticeable stutter in Dirt Rally with these drivers, GPU usage is all over the place from 4% to 100%. EDIT: Look at this shit: https://i.imgur.com/tVgRjFy.png
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Strange, didn't get that on a 7870. Mine is near steady even if bellow 70% due to vsynch, just tested on PP sector 3.
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Tested Beta in DX12 Mode all Extreme, 8 H/W light sources, 1440p, AA -> Average in battle 52FPS (Keys on Alienware) Game looks Good. [youtube=AovSuioMM2w]
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I'll test them in Crossfire with Kingdom Come Deliverance although not expecting any improvement sadly 🙁 Edit: Hmm maybe I spoke too soon, testing the new drivers with the Kingdom Come Deliverance crossfire profile and the performance seems better than the previous drivers.
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I noticed something strange. This driver disables Freesync for every movie playback application I know. The same with web browsers. No longer judder free video from now. Why????? Because some Samsung monitor has broken Freesync support and flickers we all must suffer... I can't believe they did it. It is possible to restore Freesync per application with Radeon profiles but this method doesn't work with web browsers - tried Opera and Firefox.
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there is no freesync in any video player (web or not).
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Pretty sure MadVR offers support for it.