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how much vram to max bf3 at 1920x1200? - Page 2

post #11 of 18
1.5GB or higher.
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jfreeZr
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post #12 of 18
Quote:
Originally Posted by OverClocker55 View Post

wait what res u play at? What fps and setttings

1080p
on all high, but postAA and AA deffered are off, cause im using the FXAA injector.

and Im always around 60 or above.
post #13 of 18
Quote:
Originally Posted by LuminatX View Post

1080p
on all high, but postAA and AA deffered are off, cause im using the FXAA injector.
and Im always around 60 or above.

how?? Send me a picture of you settings please? My gtx 560 can't play on high
post #14 of 18
Quote:
Originally Posted by OverClocker55 View Post

how?? Send me a picture of you settings please? My gtx 560 can't play on high

how can it not? Ill take a screenshot in a bit.
but I have BF3 installed on my SSD, and my 2500k OC'd to 4.6ghz
post #15 of 18
I would keep the SLI 570's. Overclock them as high as you can and you should be golden. I cannot speak for 1200p, however I run 60-80 FPS on 1080p ultra (minus motion blur) with my 570 @ 975/1950/2225. I do max out on Vram, however I never notice any performance issues. If you really want to be on the safe side, I would go with a 580 or two, however 1.5gb versions should suffice.
post #16 of 18
I use the same resolution and play BF3 all settings maxed with MSAA x4 on, never dip below 60fps, I do play with vsync on so I can't comment on higher frames than that.
post #17 of 18
Quote:
Originally Posted by pioneerisloud View Post

BF3 will use as much VRAM that it can, but that doesn't mean it NEEDS it. Your best bet out of the above options is to just keep your SLI 570's, as nothing else listed will touch it. The 580 SLI obviously would...but you'd be spending unneeded money for absolutely almost no difference in performance.
You should be able to max BF3 out without issues at all already. Just disable MSAA and use FXAA instead, and you're good to go.

Is there any evidence to support this? I *thought* VRAM was paged out when filled (with performance loss) rather than the software adapting somehow to "fit" into available memory.
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post #18 of 18
Quote:
Originally Posted by Darren9 View Post

Is there any evidence to support this? I *thought* VRAM was paged out when filled (with performance loss) rather than the software adapting somehow to "fit" into available memory.

What you think of as a measurement of vram 'usage' (such as the one that's visible in Afterburner) is not a 'bare-metal' HW-level measurement, it's actually a software-derived measurement of amount of vram 'reserved' by the driver for the application. Think of it as the driver saying 'this is how much vram I think I need for this app right now'. It is NOT necessarily 'right', and in fact will often over-estimate to err on the side of caution.

It's a common mis-perception that many people have that 'once you use up your vram, as seen in Afterburner, you start using system ram in a paging capacity and your fps takes a big hit'. That's not exactly 'how it works'.

It's really not until some decent-sized chunk data that needs to be in your vram/framebuffer at any particular point in time in order to render the frame ... is not present in your vram (and must hence be fetched from your system ram in real-time) that your perf tanks.

However, depending on the game, the textures (which is a fair amount of what's stored in your vram) can be streaming in and out of your system memory to your vram all the time ... although hopefully it's going on in the background such that the right textures are pre-fetched aka cached in the vram to be readily available when they're actually needed.

IOW, just because Afterburner says you are 'using' 1.5GB of vram, that does NOT mean that the entire 1.5gb of data is needed to render every single frame at that moment. There's all kinds of cached data occupying memory that's just 'expected to be used soon'.

So an app can be coded in a way where it just says "hey, lets reserve ALL the available memory and store as many textures as possible in vram all the time!' ... but that amount of vram usage may not strictly be necessary in order for the game to run perfectly. As long as your frame buffer itself can all fit in your vram, then whether or not your perf tanks depends on whether the caching mechanism between system and vram can keep the immediately needed textures available for each frame.

Soooo ... The total picture is not NEEEEEARLY as simple as "AB says I'm 'using' 1.5GB, therefore a card with only 1280MB of vram is going to fall on it's face in this scenario". Whether or not this happens very much depends on the interaction between driver and game code, how close the approximation between what's 'reserved' and what's 'needed right now' actually is, and the efficiency of the caching that's going on.
Edited by brettjv - 3/27/12 at 2:30pm
    
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