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post #11 of 100
SLI is great when it works, but there will be times where it isn't natively supported and you will have to do a bit of work to get it working, such as with D3. Other times you have to create your own custom SLI profiles for games. It's a decent way to squeeze a bit of life out for cheap if you're eager for a performance upgrade. I bought my second 460 second hand from a buddy who upgraded, and I'm very happy with my experience thus far. If you have a 2GB card, I think going SLI with a second 2GB 560 Ti is worth considering depending on the price. If you're on a 1GB card, I think you should consider upgrading to a superior single GPU with more VRAM instead.
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post #12 of 100
Thread Starter 
Quote:
Originally Posted by Bit_reaper View Post

It you can get a cheap second hand 560ti then its the best bang for buck upgrade you can make even thou it comes with the occasional annoyance. Also I would not be to worried about the scaling issues as thous happen usually with older or not so graphically intense games that a single 560ti could run maxed anyways.
Quote:
"Why do microstutter exists anyway? Is there no fix for this?"
The issue comes form when the card's have trouble running in sync, as in when one card need more time to render then the other but don't misunderstand micro microsutter does not happen that often and it really depends on the game engine used and the drivers. The only games that I have actually had microsutter in are cryengine games and thous where later fixed with a patch (do note that I run crossfire but is pretty much the same thing). Still there have been other issues in other games like the occasional flickering texture and so on.

Ok. What do you mean by "scaling issues"?
Quote:
Originally Posted by Velathawen View Post

SLI is great when it works, but there will be times where it isn't natively supported and you will have to do a bit of work to get it working, such as with D3. Other times you have to create your own custom SLI profiles for games. It's a decent way to squeeze a bit of life out for cheap if you're eager for a performance upgrade. I bought my second 460 second hand from a buddy who upgraded, and I'm very happy with my experience thus far. If you have a 2GB card, I think going SLI with a second 2GB 560 Ti is worth considering depending on the price. If you're on a 1GB card, I think you should consider upgrading to a superior single GPU with more VRAM instead.

Why do I need more VRAM? I only have 1GB with my current GPU. I thought VRAM is just a marketing strategy of some sort and 1GB is more than enough?
Edited by kevindd992002 - 6/26/12 at 7:52am
post #13 of 100
Quote:
Originally Posted by kevindd992002 View Post

Ok. What do you mean by "scaling issues"?

This means that when you have SLI you never actually get double the performance and with some games you might either get no benefit or very little.

To answer this question of this thread i say do not get SLI 560 Ti's becuase 1GB of Vram is not enough anymore at 1080p.
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post #14 of 100
Quote:
Originally Posted by kevindd992002 View Post

Ok. What do you mean by "scaling issues"?

Scaling is the amount of extra power you get form the second card. At its best SLI can give as much as a 90% boost in frame rates over the single card and at its worst it will give no benefit at all (the game will not run in SLI). In the real world a working SLI will often hover around 50-80% more FPS then the single card.

Edit:
Quote:
Originally Posted by kumquat View Post

This means that when you have SLI you never actually get double the performance and with some games you might either get no benefit or very little.
To answer this question of this thread i say do not get SLI 560 Ti's becuase 1GB of Vram is not enough anymore at 1080p.

I don't completely agree with this comment. My 4890's only have 1GB and I have yet to run into a game that needs more. Naturally it can be exceeded by using huge amounts of AA (like x16 MLAA) combined with extra large texture packs but no vanilla game has made me run out yet.
Edited by Bit_reaper - 6/26/12 at 8:03am
    
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post #15 of 100
More VRAM usually only benefits you at super high resolutions or running multiple monitor setups that require a large amount of VRAM. SLI 560tis are a best to be reckoned with and would provide you with enough horsepower to last you a couple more years (obviously speculation) and spend the money you save on something else for your computer.
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post #16 of 100
Quote:
Originally Posted by kevindd992002 View Post

Why do I need more VRAM? I only have 1GB with my current GPU. I thought VRAM is just a marketing strategy of some sort and 1GB is more than enough?

The whole point of upgrading any component is so that you can play more power hungry games either now or down the road. If you're going to get cards with that kind of power, it really doesn't make sense not to allow for some headroom in the future. Obviously this varies depending on the type of games you play. If you play strictly Blizzard or Valve games, you're set with 1GB. However, if you play games like BF3, Metro, or SWTOR, you can be very sure that the game will gobble up every last bit of VRAM you can offer it smile.gif
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post #17 of 100
I would sell your current 560 and buy a gtx 670, Not only will you be saving a heap of electricity over time but also have a quicker, sli stuttering free card
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post #18 of 100
To those who say that 1GB is still 'enough' for 1920 resolution, I proffer this screenshot.

375

Crysis 2 maxed in DX11 w/high res textures, default NVCP settings, no mods, or any other tomfoolery.

As you can see I'm nearly 1800MB of memory 'used' (actually it's technically memory 'reserved').

Now, my 1280MB 470's handled it quite well (it's not like the second you 'use' more vram than your card has, your perf tanks ... you do have some overhead) ... but frankly I'd be shocked if a 1GB card wouldn't start running into issues at these settings.
    
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post #19 of 100
Quote:
Originally Posted by brettjv View Post

To those who say that 1GB is still 'enough' for 1920 resolution, I proffer this screenshot.
375
Crysis 2 maxed in DX11 w/high res textures, default NVCP settings, no mods, or any other tomfoolery.
As you can see I'm nearly 1800MB of memory 'used' (actually it's technically memory 'reserved').

Now, my 1280MB 470's handled it quite well (it's not like the second you 'use' more vram than your card has, your perf tanks ... you do have some overhead) ... but frankly I'd be shocked if a 1GB card wouldn't start running into issues at these settings.

Uhh. I got to ask. Are you 100% positive that is the gpu's vram and not the main system memory (aka RAM). As far as I know any time you exceed the vram available on your graphics card your FPS should drop like rock.
    
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post #20 of 100
Quote:
Originally Posted by Bit_reaper View Post

Uhh. I got to ask. Are you 100% positive that is the gpu's vram and not the main system memory (aka RAM). As far as I know any time you exceed the vram available on your graphics card your FPS should drop like rock.

Yes, I am 100% sure. To clarify, however, that screenie was taken with the game running on my GTX670, not my old 470's in SLI wink.gif

And no, that is not true.

Well ... let me clarify ... like I said in my post, the numbers people think of a 'usage' that they see in Afterburner or whatnot, that number is actually a report of memory reserved by the driver for use by the application. The actual amount of vram 'used' to construct the frame that you're looking at is never calculated and hence is never reported to you as the user ... but if it were, it would be far lower (and WAY more variable) than the amount you see reported in Afterburner.

The more memory you have available, the more memory space the driver tends to 'reserve'. This basically means that the 'local pool' of quickly-available textures (those presently contained in the card's vram) is a larger pool, i.e. contains more textures. More 'local' textures in turn reduces the LIKELIHOOD that any given texture that's 'needed' (i.e. one that is part of the frame that is currently being rendered) will need to be fetched from system RAM in real-time as the frame is actually being constructed. Those fetches are actually what tanks your performance, esp. if there's a lot of them at once.

Actually a lot of what defines how much vram you need for a given game comes down to the efficiency of the texture caching system ... i.e. how efficiently does the driver pre-calculate which textures are likely to be needed soon, fetch them in the background before they're needed, whilst also dropping out textures that are no longer imminently needed (if need be ... if you have a plethora of vram, this doesn't need to happen ...)

Some games really have no such pre-caching systems aside from what happens when the level is first loaded. In that case, if you lack sufficient RAM to store all the needed textures for the level, there's a lot higher chance there will need to be real-time fetches from system ram. But most game have such a mechanism.

Basically, the whole question is WAAAAAY more complex than "once a game 'uses' more vram than what you have, your perf tanks". That's esp. true since you never even know your 'vram usage', because what you're looking at in afterburner and thinking of as usage ... is really NOT usage.

If it were, then when you looked at a single-texture wall on a rooftop in a game, your 'usage' would be at like, some really low number, then when you turned around to face a massive city-wide battle scene, your usage would skyrocket due the scene's additional complexity. But that doesn't happen. And that's because current real-time vram usage is not what's actually being reported. It's more like a measure of 'what is the collective size of all the textures that I anticipate I will need in the next 5 minutes of gameplay?'

The only way to know for sure whether your perf is being hindered by vram capacity is to bench with a card that's otherwise identical to yours ... but that has a lot more vram thumb.gif
    
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