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BF3 SP thus far no problems for GTX 470 SLI, no driver issues with 285.62 yet either.

post #1 of 8
Thread Starter 

Game play is really smooth, even with fraps running. No complaints here, it's probably maxable with 30's ish fps min with an overclocked 1gb 560 ti... Unless there is a vram limit problem, which I haven't experienced yet. If so it would probably only take a setting or two maybe slightly less AA to fix.

Short fraps of me dying on hard diff (nothing you haven't seen if you watched the pre release videos)


Edited by BallaTheFeared - 10/24/11 at 5:59pm
    
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post #2 of 8
this is max settings?
 
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post #3 of 8
Thread Starter 
Yep, at 1080p.
    
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post #4 of 8
What about VRAM at 1080?
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post #5 of 8
I can't wait. I think my computer will run it at 1080 no problem... (it ran the beta maxed out with 0 problems)

I just wish I could play it in the living room on the 55" tv, but I don't have a wireless keyboard/mouse (not even a crappy one, I'd want a high quality one)
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post #6 of 8
Thanks for the video. Looked like it was running really smooth. I'm not at all familiar with the game, but graphics look like an 11 out of 10. Was that sp or mp play?
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post #7 of 8
Thread Starter 
Quote:
Originally Posted by munaim1 View Post
What about VRAM at 1080?
Nothing yet...

This is what brett told me, which is why I haven't really been concerned about the slightly higher reported usage at 1080p than what I have.

Quote:
Originally Posted by brettjv
According to a game programmer friend of mine all of OCN's collective understanding about vram is basically 'wrong' when it comes to textures. She told me basically that textures are constantly loading in and out of system memory when you're playing and that just the ones that are immediately needed will theoretically be in your vram.

It's like your system memory is the main texture repository, storing compressed versions of textures, and your vram is like 2ndary, fast cache, where textures live in various states/levels of decompression.

The process of choosing which textures to 'pull down' for quick access is managed by the driver. So basically the idea that your card's vram fills up 'first' and then system memory gets used is basically only 'right' in terms of the frame buffer, not textures.

So size of frame buffer in your vram is more or less 'set' based on resolution and AA and probably some other stuff, then textures constantly swap back and forth w/system ram, compressing/decompressing, etc, using the card's remaining vram. The chugging comes in when the buffer+needed textures (in the short term) > memory amount than you actually have for vram, causing textures needed for display to have to be pulled directly from system ram.
Crysis 2 was another title that would use more vram than I have, but I never had any problems in that game either.
Edited by BallaTheFeared - 10/24/11 at 6:11pm
    
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post #8 of 8
Interesting +rep for the info
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