AMD Radeon Software Crimson Edition 16.2 out now

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http://support.amd.com/en-us/kb-articles/Pages/AMD_Radeon_Software_Crimson_Edition_16.2.aspx

AMD Radeon Software Crimson Edition 16.2 Driver Version 15.301.1901
Radeon Software Crimson Edition 16.2 Highlights

AMD has partnered with Stardock in association with Oxide to bring gamers Ashes of the Singularity – Benchmark 2.0 the first benchmark to release with DirectX® 12 benchmarking capabilities such as Asynchronous Compute, multi-GPU and multi-threaded command buffer Re-ordering. Radeon Software Crimson Edition 16.2 is optimized to support this exciting new release.
The SteamVR Performance Test: we are pleased to report that our Radeon R9 390, Nano, and Fury series GPUs are all able to achieve 'VR Recommended' status, the highest achievable level of experience possible. In addition to that, our affinity multi-GPU feature is already showing significant performance uplift over a single GPU on Radeon cards in the aforementioned benchmark
Performance and quality improvements for
Rise of the Tomb Raider™
Ashes of the Singularity – Benchmark 2
Crossfire Profiles available for
The Division
XCOM 2

Resolved Issues

A black screen/TDR error may be encountered when booting a system with Intel + AMD graphics and an HDMI monitor connected
Choppy gameplay may be experienced when both AMD Freesync™ and AMD Crossfire™ are both enabled
Display corruption may be observed after keeping system idle for some time
Fallout 4 - Flickering may be experienced at various game locations with the v1.3 game update and with AMD Crossfire™ enabled
Fallout 4 - Foliage/water may ripple/stutter when game is launched in High/Ultra settings mode
Fallout 4 - Screen tearing in systems with both AMD Freesync™ and AMD Crossfire™ enabled if game is left idle for a short period of time
Fallout 4 - Thumbnails may flicker or disappear while scrolling the Perk levels page
Far Cry 4 - Stuttering may be observed when launching the game with AMD Freesync™ and AMD Crossfire™ enabled
FRTC options are displayed on some unsupported laptop configurations with Intel CPU's and AMD GPU's
Radeon Settings may sometimes fails to launch with a "Context Creation Error" message
Rise of the Tomb Raider™ - Corruption can be observed at some locations during gameplay
Rise of the Tomb Raider™ - Flickering may be experienced at various game locations when the game is left idle in AMD Crossfire™ mode under Windows 7
Rise of the Tomb Raider™ - Game may intermittently crash or hang when launched with very high settings and AA is set to SMAA at 4K resolution
Rise of the Tomb Raider™ - Lara Croft's hair may flicker in some locations if the Esc key is pressed
Rise of Tomb Raider™ - A TDR error may be observed with some AMD Radeon 300 Series products after launching the "Geothermal Valley" mission
The AMD Overdrive™ memory clock slider does not show original clock values if memory speeds are overclocked
World of Warcraft runs extremely slowly in quad crossfire at high resolutions

Known Issues

A few game titles may fail to launch or crash if the Gaming Evolved overlay is enabled. A temporary workaround is to disable the AMD Gaming Evolved "In Game Overlay"
Star Wars™: Battlefront - Corrupted ground textures may be observed in the Survival of Hoth mission
Cannot enable AMD Crossfire with some dual GPU AMD Radeon HD 59xx and HD 79xx series products
Fallout 4 - In game stutter may be experienced if the game is launched with AMD Crossfire enabled
XCOM 2 - Flickering textures may be experienced at various game locations
Rise of the Tomb Raider™ - The game may randomly crash on launch if Tessellation is enabled
Core clocks may not maintain sustained clock speeds resulting in choppy performance and or screen corruption
 
Unless you are a developer then, right now, Vulkan doesn't matter.

Hell, unless you are a Linux user then I'd argue that Vulkan doesn't matter, what with DX12 having been out on Windows for some time already and doing pretty much the same job as Vulkan.
 
Vulkan is NOT included in these drivers.

its an entirely different code branch (16.xx vs 15.xx). I assume they will merge them as some point.

If you do an upgrade, they will stay, however the drivers will continue to report 15.12 as the radeon software version.

if you do a clean install, they will get wiped and the radeon software version will report 16.2
 
Unless you are a developer then, right now, Vulkan doesn't matter.

Hell, unless you are a Linux user then I'd argue that Vulkan doesn't matter, what with DX12 having been out on Windows for some time already and doing pretty much the same job as Vulkan.

Time will show who will win, but one thing is certain D3D12 is not going against "the old, bloated, hard to code, prone to bad drivers" OpenGL, now the playing field is equal and Vulkan has more advantages, Open, multi-platform (Apple seams to not wanting to support it for now) , with full support by Google (Android) and Valve, and works in more Windows then D3D12, that is locked to Windows 10.

So IMO only fanboyism or developers wanting to support, only Windows 10, would favor D3D12 above Vulkan.

Vulkan is NOT included in these drivers.

its an entirely different code branch (16.xx vs 15.xx). I assume they will merge them as some point.

If you do an upgrade, they will stay, however the drivers will continue to report 15.12 as the radeon software version.

if you do a clean install, they will get wiped and the radeon software version will report 16.2

Yes i did a upgrade and Vulkan is still there, if they removed it from the driver, then like i said above, that imo is stupid, why, because i bet a big number of AMD users installed the Beta Vulkan drivers, because of all the hype and so it has the potencial to cause confusion in the users. Oh lets me try this Vulkan demo again on this new driver, what? It doesn't work?!

And we all know who drivers get's the blame and the bad rep in the end.
 
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Time will show who will win, but one thing is certain D3D12 is not going against "the old, bloated, hard to code, prone to bad drivers" OpenGL, now the playing field is equal and Vulkan has more advantages, Open, multi-platform (Apple seams to not wanting to support it for now) , with full support by Google (Android) and Valve, and works in more Windows then D3D12, that is locked to Windows 10.

So IMO only fanboyism or developers wanting to support, only Windows 10, would favor D3D12 above Vulkan.

There is no 'win', so lets forget that notion.

People will use the right code for the right situation.
Vulkan's "cross platform" is limited in the same way OpenGL's was with one minor change in that mobile Vulkan and Desktop Vulkan should be the same breed (although I'm as yet to look in to the practical differences) and even then unless you are an engine writer that is a minor thing; your high end compute all over the place code still isn't going to look the same on a phone as on a desktop.

From a cross platform point of view all Vulkan potentially does is, in the future, reduce the working set of 'required APIs' by 1.
And this is fine and good - but lets not kid ourselves that Vulkan will be the API of choice for everyone everwhere because it won't.

DX12; you need it for Xbox One support - as soon as your game needs to ship on that you have to do the work. More importantly people have spent the better part of a year already working on their D3D12 implementations (since beta) and aren't about to throw them out the door for a new API.
(also, as of the last Steam hardware survey Win10 represented just over 1/3 of the market and was continuing to increase as such I'm not sure that argument is that important.)

The good news for Vulkan is because it looks the same as D3D12 from a high level the work done for D3D12 will benefit it going forward (and the PS4 work before it) so it will be easier to add the extra support IFF the extra platform support warrants it.

(For the record, I do plan on playing with Vulkan At Some Point(tm), so don't go trying to paint this off as a rabid D3D12/MS "fanboi" thing - hell, I started on OpenGL and I'm happy to go where I feel the best API is for my needs at any given time.)
 
bobvodka you are right, i also don't think dx12 will go totally away, Microsoft has the advantage off its console, but i hope you concur with me that a single API gaining more foot in the industry, is not a bad thing and to me Vulkan, like i said, gives more advantages.
I don't know if Sony will ever support Vulkan, perhaps they will, if it gets more support, is a low-overhead/low-level API so not that different from their API, in the same vein i hope Apple get their head of the sand and play along, because we don't need a zoo of graphics API's out there doing essentially the same thing.


Dyre Straits Vulkan "app" is just a cmd line tool to see if the API was well installed, show errors and stuff, show the API version, Vulkan hardware installed on your system, what extensions it supports, etc, is essentially a helping/info tool for developers, you can safely ignore it.
 
bobvodka you are right, i also don't think dx12 will go totally away, Microsoft has the advantage off its console, but i hope you concur with me that a single API gaining more foot in the industry, is not a bad thing and to me Vulkan, like i said, gives more advantages.
I don't know if Sony will ever support Vulkan, perhaps they will, if it gets more support, is a low-overhead/low-level API so not that different from their API, in the same vein i hope Apple get their head of the sand and play along, because we don't need a zoo of graphics API's out there doing essentially the same thing.

Sure, options are always good - this is why I was pro-Mantle back when it came out; D3D wasn't being pushed by OpenGL so wasn't going anywhere and OpenGL was busy digging itself in to extension hell - two APIs doing the same thing will hopefully push things forward.
(For example, iirc D3D only lets you create one of each queue type, where Vulkan lets you create as many as the driver says you can - which I'm a fan of in principle :))

The Sony question is an interesting one; Vulkan brings with it constraints and a slight abstraction which will compromise is vs their own more to the Metal API - but on the flip side if Vulkan gets any real traction it might help them out games wise... (but then both UE4 and Unity support the PS4 natively and other big companies would have already invested in their PS4 renderer backend for a few years, so it is debatable what they would gain...).

We already have a zoo of APIs, heck we've had one for years in general, with GL|ES and GL going in to 'legacy' mode, the situation is no worse... better in some regards because while Metal isn't 100% like D3D12 and Vulkan, it is pretty similar so it isn't as bad.
 
What it will boil down to is what it has always boiled down to...;) Whomever provides the best developer tools and the best access to them will carry the day...so far, certainly with OpenGL, nobody has come close to Microsoft in that department. And that's why D3d has been so successful. I would think trying to match the dev tools and services Microsoft currently offers will be very challenging...so we shall see...;) I think the idea of Vulkan is terrific and a much needed alternative to the Windows OpenGL API. But building the API itself is actually the "easy" part...the dev tools are where the rubber meets the road.
 
http://www.legitreviews.com/xfx-radeon-r9-fury-triple-dissipation-video-card-review_179202/11

Seems the Fury line have some challenges and hope may be corrected in some future AMD drivers:

" After using the XFX Radeon R9 Fury video card for several weeks we ran into some performance issues that were tough to look beyond. We had Rise of the Tomb Raider crashing and then when playing Star Wars Battlefront we had really bad stuttering issues at 2560×1440 and 3840×1440 screen resolutions. Both of these game titles were not available when we published our Radeon R9 Fury launch article, so the gaming experience we had not was not the same as last summer.

AMD has acknowledged both issues that we ran into today with the release of AMD Crimson 16.2 drivers. If you look at the release notes they have listed what we run into earlier this month as known issues.

Core clocks may not maintain sustained clock speeds resulting in choppy performance and or screen corruption
Rise of the Tomb Raider – The game may randomly crash on launch if Tessellation is enabled
We’ve been talking to AMD about our gaming experience for a couple of weeks now, so it looks like the solution is going to take some time to be corrected. That core clock issue is one that is hard for use to overlook on a video card that costs over $500 to buy. If we spent $529.99 on the XFX Radeon R9 Fury video card and then got choppy performance and crashes on some of the more popular game titles we’d be very upset. XFX did a great job on this card with their custom cooler, but there are issues here on the AMD hardware/software side that needs to be worked on and that is obviously beyond XFX’s control. The crashing and stuttering issues likely apply to all brands that have a Radeon R9 Fury card."
 
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