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MSI AfterBurner 4.3.0 Beta 14 Available For the Public

Discussion in 'MSI AfterBurner Overclock Application Discussion' started by Hilbert Hagedoorn, Sep 2, 2016.

  1. pimp_gimp

    pimp_gimp Ancient Guru

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    It could be some compatibility issue you're running into with AB/RTSS on these beta builds of Windows. I suggest reverting back to 1511 or 1607 and see if the problem persists.
     
  2. gedo

    gedo Master Guru

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    All games not being affected could be a matter of 32-/64-bit executable - maybe only 64-bit games are blocked?
     
    Last edited: Oct 8, 2016
  3. Chrysalis

    Chrysalis Member Guru

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    what about vulkan, it gets any love?

    Seems everyone is favouring microsoft API's right now :(
     
  4. Unwinder

    Unwinder Moderator Staff Member

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    Not in this version.
     

  5. Unwinder

    Unwinder Moderator Staff Member

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    I've finished development of MSI AB 4.3.0 so we started testing the release candidate.
    Full changes list includes the following (new changes comparing to public MSI AB 4.3.0 beta 14 and RTSS 6.5.0 beta 6 are marked with bold):

    • Added AMD Ellesmere and Baffin graphics processors families support
    • Added Overdrive N (Overdrive 7) technology support for AMD Polaris architecture based graphics cards
    • Added core voltage control for reference design AMD RADEON RX 460, AMD RADEON RX 470 and AMD RADEON RX 480 series cards with on-die SMC voltage controller
    • Added memory controller usage graph to hardware monitoring module for AMD graphics cards. Currently memory controller usage monitoring is implemented for AMD Ellesmere and Baffin graphics processors families only
    • Added GPU power draw graph to hardware monitoring module for AMD graphics cards. Currently GPU power draw monitoring is implemented for AMD Ellesmere and Baffin graphics processors families only
    • Added “Erase autosaved startup settings” option to “AMD compatibility properties” section in “General” tab. Starting from AMD Crimson drivers family, the driver is automatically saving hardware settings (e.g. overclocking or fan control settings) in the registry and apply it at Windows startup. It makes settings of any third party hardware overclocking tool virtually permanent, meaning that applied settings stay in the system even after rebooting or powering down the system. However, such implementation is unsafe and even potentially dangerous, because you're no longer able to undo unsafe overclocking with system reboot or even driver reinstall. To prevent such situations, MSI Afterburner can now optionally erase AMD driver's autosaved startup settings after applying new settings to hardware
    • Added GPU Boost 3.0 technology support for NVIDIA Pascal graphics cards:
    o Added percent based overvoltage support
    o Added voltage/frequency curve customization support. You may use traditional core clock slider on NVIDIA GeForce GTX 1070 and 1080 graphics cards to apply fixed offset to all voltage/frequency curve points as well as use brand new flexible voltage/frequency curve editor window for more precise per-point curve adjustment. The editor window can be activated either with “Voltage/frequency curve editor” button in the main application window or with <Ctrl> + <F> keyboard shortcut and it provides you the following features:
    - You may independently adjust clock frequency offset for each point with mouse cursor or <Up> / <Down> keys
    - You may hold <Ctrl> key to set anchor and fix clock frequency offset in minimum/maximum voltage point and adjust the offset of any other point with mouse to linearly interpolate the offsets between the anchor and adjustment points
    - You may hold <Shift> key while adjusting the offset of any point with mouse to apply the same fixed offset to all points. That’s equal to adjusting the offset with the slider in main application window
    - You may press <Ctrl> + <D> to reset offsets for all points
    - You may switch between traditional core clock control slider in the main window and voltage/frequency curve editor window to see how they affect each other in realtime
    - You may press <L> after selecting any point on the curve with mouse cursor to disable GPU dynamic voltage/frequency adjustment and lock the voltage and core clock frequency to a state defined by the target point. This feature allows you to test graphics card stability independently for each voltage/frequency point of the curve using real 3D applications or any stress test of your choice. In addition to stability testing usage scenario, MSI Afterburner allows you to save a curve with locked point setting to a profile, so you may easily switch between dynamic voltage/frequency management and fixed voltage/frequency settings in realtime (e.g. to achieve the maximum performance during benchmarking). Please take a note that fixed voltage and frequency settings do not allow you to disable power and thermal throttling
    • Increased default maximum limits for “Core clock”, “Memory clock” and “Memory usage” graphs to improve graphs readability on NVIDIA Pascal series graphics cards
    • Added configuration file switch, allowing you to toggle the source for “Power” graph on NVIDIA graphics cards. Normalized total power draw (i.e. normalized value from multiple power sensors installed on the graphics card) is selected by default per NVIDIA recommendation, however you can configure MSI Afterburner to display power draw from GPU sensor only
    • Improved representation of performance limits graphs for NVIDIA graphics cards per NVIDIA recommendations:
    o “Voltage limit” and “OV max limit” graphs have been merged into single “Voltage limit” graph
    o “Utilization limit” graph has been renamed to “No load limit” graph
    o “SLI sync” graph is now hidden on the systems with single NVIDIA GPU
    o Improved representation of performance limits graphs in On-Screen Display or in Logitech keyboard LCD. Now the names or currently triggered performance limits are being displayed in On-Screen Display or in Logitech keyboard LCD instead of previously used binary limits representation form
    • Community-created third party hardware database providing voltage control support on some non-MSI custom design graphics cards is now included in distributive
    • Added uP1816 voltage regulators support to provide compatibility with future custom design MSI graphics cards
    • Improved validation and handling of erroneous data reported after TDR or during runtime driver installation on NVIDIA graphics cards
    • Improved clock monitoring on GPU Boost 2.0 NVIDIA graphics cards after dynamic uninstallation/reinstallation of display driver during MSI Afterburner runtime
    • Added detection of runtime driver installation on NVIDIA graphics cards. Now MSI Afterburner is periodically checking the presence of NVIDIA driver and displaying notification message informing you that the connection with GPU is lost when the driver is being dynamically uninstalled during MSI Afterburner runtime
    • Startup profile is now also affected by “Lock profiles” button, which means that you cannot modify or delete your startup overclocking settings while this button is pressed. This feature can be useful to protect startup overclocking settings from modification while temporarily testing various overclocking scenarios on overclocked system
    • Added support for unofficial overclocking mode with disabled PowerPlay on PowerPlay7 capable hardware (AMD Tonga and newer graphics processors family)
    • Added unofficial overclocking support for AMD Polaris architecture based graphics cards
    • Added ability to use low-level hardware access interface on the systems with AMD graphics cards when legacy VGA BIOS image is not mapped to memory (e.g. in UEFI environment)
    • Improved compatibility with the systems with both Overdrive 5 and Overdrive 6 API AMD graphics cards installed
    Added driver registry key detection for the secondary display adapters in SLI/Crossfire systems. Due to this improvement it is no longer necessary to temporarily disable Crossfire when altering some settings in “AMD compatibility properties” section (e.g. “Extend official overclocking limits” or “Enable ULPS” settings)
    • Improved hardware polling and application startup time on ULPS-enabled Crossfire systems with AMD Fiji and newer AMD graphics processors
    • Primary GPU usage is no longer cloned on all secondary GPU usage graphs on Crossfire systems when “Enable unified GPU usage monitoring” is enabled in “AMD compatibility properties”. Please take a note that only the primary GPU load is available on Crossfire systems when this option is enabled
    • Updated IO driver provides more secure MMIO access interface
    • Fixed bug causing the maximum value to be invisible on some hardware monitoring graphs under certain conditions (e.g. “Framerate” or “Frametime” graphs after closing 3D application)
    • Added ability to define numpad keys as hotkeys when <Num Lock> in on
    • RivaTuner Statistics Server has been upgraded to v6.5.0

    RTSS 6.5.0 changes list:

    • Direct3D12 On-Screen Display, screen capture and video capture support. Currently RivaTuner Statistics Server is the only application providing On-Screen Display support for both single-GPU Direct3D12 applications and multi-GPU Direct3D12 applications running in explicit LDA mode on both AMD Crossfire and NVIDIA SLI systems
    • Added “Hide pre-created profiles” option to “General properties” section in “General” tab. New option allows you to see your own profiles only and hide built-in pre-created 3D exclusion profiles supplied with the application
    • 64-bit Steam overlay library has been removed from delayed hooking engine configuration. Now On-Screen Display is being rendered immediately after starting 64-bit Steam applications without 15 second delay. Power users may still add 64-bit Steam overlay library to delayed hooking engine configuration if necessary
    Fixed bug in the encoder server causing it to continue capturing audio and leak memory after recording a video through dedicated encoder server and closing 3D application without stopping video recording session
    • Updated profiles list

    Stay tuned!
     
  6. Hootmon

    Hootmon Maha Guru

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    That is quite a list.
     
  7. Haldi

    Haldi Master Guru

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    Cool.
    Quite a few MultiGPU improvements :)
     
  8. Unwinder

    Unwinder Moderator Staff Member

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  9. pstlouis

    pstlouis Master Guru

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    The 4.3.0 work perfectly well. No bugs so far.
     
  10. JonasBeckman

    JonasBeckman Ancient Guru

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    Working well so far here too, though 4.3.0 and it's update and RTSS 6.5.0 and it's two later updates were fine too so I don't expect this release candidate build to have any issues either, at least on my system or hardware setup though I'm guessing it might be a while yet until it's ready for it's full official release. :)
    (DX12 monitoring has worked great so far as well though I guess the big thing with that was getting compatibility with the way DirectX 12 handles multi-GPU configurations or at least one of the ways if I understood correctly, seems there's two or possibly three different methods and then that one with both a AMD and a Nvidia GPU though I guess that one won't be too common.)
     
    Last edited: Oct 14, 2016

  11. pimp_gimp

    pimp_gimp Ancient Guru

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    There's at least 3 mGPU solutions with direct X 12.
    Implicit mGPU - Everything being handled by the GPU driver (requires driver profiles).
    Explicit mGPU - Applications have to be coded for mGPU, and comes in two modes.
    Homogeneous mode - What we traditional think when referring to multiple GPUs. It is two identical cards linked. This is SLI and Crossfire.
    Heterogeneous mode - It is two different GPUs linked. It can be GPU capabilities, vendor, etc. (Ex: Nvidia/AMD Discrete GPU linked with Intel onboard, or AMD/Nvidia discrete linked). This mode allows for many configurations and possibilities.

    Source:
    https://blogs.msdn.microsoft.com/di...rectx-12-multigpu-and-a-peek-into-the-future/
     
    Last edited: Oct 14, 2016
  12. Unwinder

    Unwinder Moderator Staff Member

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    Implicit DX12 mGpu is currently not supported either on NV or on AMD driver side. Explicit LDA mode is currently represented by TimeSpy, ROTTR and DE:MD. Explicit MDA is currently supported by AOTS only.
    Explicit LDA will be most frequenly used mode for DX12 apps.
     
    Last edited: Oct 14, 2016
  13. pimp_gimp

    pimp_gimp Ancient Guru

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    Explicit LDA makes the most sense for games/gaming/other consumer applications as consumers are more likely to buy two identical GPUs. Explicit MDA mode seems like it would make more sense if you're a business and need more GPU power, but don't have the option of two identical GPUs.
     
    Last edited: Oct 15, 2016
  14. Unwinder

    Unwinder Moderator Staff Member

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    That's not only the question of making most sense. That's also the question of maximum possible performance. In explicit LDA mode DX12 runtimes allow linked GPUs to effectively exchange data directly, without involving performance-expensive CPU copying.
     
  15. Unwinder

    Unwinder Moderator Staff Member

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    4.3.0 release candidate has been updated slightly. It is exactly the same build as before, but with updated documentation and updated hardware database (voltage control unlocked for some approaching NVIDIA cards).
     

  16. LocoDiceGR

    LocoDiceGR Ancient Guru

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    Are we near the final version?
     
  17. Unwinder

    Unwinder Moderator Staff Member

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    I plan to release MSI Afterburner 4.3.0 final a bit later, after October 21st, when all players will be able to start enjoying BF1. I'd like to ensure that DX12 overlay/videocapture support for it won't be damaged by any possible BF1 day-one patches, because DX12 support is still being polished by DICE and some features like explicit mGPU support for SLI/CF are not implemented yet.
     
    Last edited: Oct 19, 2016
  18. Unwinder

    Unwinder Moderator Staff Member

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    BTW, talking about BF1, anyone with early BF1 access (Early Enlister / Ultimate editions or Origin Access trial version) see any problems with DX12 overlay in it? I spent all 10 hours of Origin Acess trial version in it without problems, however Hilbert cannot get it working on his system. Anyone can (or cannot) get DX12 OSD working with it?
     
  19. MrBeer

    MrBeer Member

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    I can't get it to work on the trial i did not try the full game will try when i get home from work today.DX11 seems to work good.
     
  20. Unwinder

    Unwinder Moderator Staff Member

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    Are you using 4.3.0 RC linked above? Define "I can't" in details please. And if your system info is valid and you have 2 Fermi GPUs in SLI, then how did you even manage to start the game in DX12 mode?
     
    Last edited: Oct 19, 2016

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