Generalizing that every gain creates "insubstantial" or "substantial" results in commonly-used real world apps is preposterous. One must consider the large variety of real world applications that suffer from different conditions. RAM is not like CPU or GPU where data is simply processed and a level of performance can be easily measured; in RAM, operations are more complicated; data must be identified as processed or unprocessed, created, deleted, read to, written from, and moved constantly in random orders. In many cases, it is simply completely inappropriate to compare results with benchmarks; noticeable differences that are gained through the increase in RAM frequency and the general increase in bandwidth at times cannot be measured.
But if we were to be taking it easy and talking about measurable differences, then again, I would like to refer to my WinRAR example. Those gains create huge differences when working with exceptionally large files.
Evidently, not every program benefits "significantly" through faster RAM. But that does not mean that every program will not benefit from it - including apps that are commonly used in real-world scenarios. There is nothing misleading about the information concerning gains that do exist that we have provided. Your generalizations and perception of what is "substantial" is something that is generally personal and that may be misleading in that not everyone can agree with you.
Concerning the game difference that was pointed out by damric, the 3FPS difference of approximately 9% recorded was for the average FPS. When we look at the minimum FPS, that is a 4FPS and nearly 14% gain; when considering it is minimum FPS at play, this can be hardly, hardly insignificant. These FPS differences have more to do than in just gameplay smoothness; it can also define a lot of other things such as amount of tearing. If this were the difference between 52 and 60 FPS (14%) minimum.... this could be the difference between a slightly jerky game with tearing to a totally smooth and fluid game on a 60hz monitor.
The fact that such FPS gains in certain games, however, can be recorded from a RAM improvement alone should be recognized as exceptional feat considering that if DDR3 at 1333Mhz were - as it is so claimed - "not a bottleneck", there wouldn't be any gain whatsoever, as the GPU & CPU would in normal cases foot most of the bottleneck. Any visible, constant performance hold-back upon heavier loads is a bottleneck; in this case, it may not be the same kind of bottleneck that is seen when CPUs & GPUs bottleneck programs, and yet is there and it is creating what could be considered significant difference depending on the gamer and the type of game. Far Cry 2 is a first-person shooter; in these games, players need to act fast and are very sensitive to any FPS and latency changes.
Generally one must have a developed knowledge of how programs work to be able to forecast whether any significant difference could be required through RAM speeds. For example, wingclip noticed a significant FSX difference with faster RAM. Attempting to stir his direction elsewhere by taking our arguments and calling them fallacious will do nothing because he already has confirmed that there are benefits to faster RAM in what he does, which jutsifies additional OC. This can be supported through an examination of how FSX works.
In FSX, this may have to do with not only the requirement of having to render large amount of different small objects (which probably represent ground objects such as trees, buildings - some of which move) and having to know the exact location of every one of these objects on the virtual map but also having to load their specific texture files from the HDD and ensuring they are applied to the correct sprite - this can be exceptionally bandwidth-intensive. Where very large chunks of data might need to be transferred between RAM cells, speed of RAM can define whether the game experience is smooth or whether there is a lag in delaying textures and polygons (which could also delay gameplay to some extent). The "demanding areas" he describe may be areas that have more polygons in view of the camera in addition to several overlay texture with alpha/transparency maps including clouds.
I know and can predict this having limited experience in Microsoft Flight Simulator and knowing how it works, and the same is true in 3D view city-building games such as Cities XL by Focus Home Interactive.
Edited by xd_1771 - 4/1/12 at 9:31pm