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[ FORBES ] Crunching The Numbers: Can Dual $269 Nvidia GTX 760s Outperform A $999 Titan? - Page 16

post #151 of 234
Quote:
Originally Posted by looniam View Post

rolleyes.gif
i understand what a percentile graph shows, thank you very much.

obviously you're not seeing the forest because of the trees. get off those frame rate percentile graphs from guru3D and start looking at frame time percentile graphs. but most of all, stop looking at one aspect and start looking at all the metrics. that is exactly what scott wasson pointed out in his first article - you know, the one you read a dozen times???

You do realize that there is a linear inverse correlation between frame time percentage graphs and fps percentage graphs? There is no data contained in one that isn't contained in the other.

Frame time in milliseconds = (1/frames per second) * (1000ms/second)

If you have any graph of either as a function of time, then you're looking at identical data. And it's easy to translate if you remember the important conversions, like 8ms = 120fps, 16ms = 60fps, 33ms = 30fps.
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post #152 of 234
Quote:
Originally Posted by Masta Squidge View Post

This person does not run triple monitors.

If he did, he wouldn't have said that.

In SOME games, 2gb is enough. In most newer games, 2gb doesn't even come close to being enough. Especially on triple 1080p.. Why? because 1920x1080 monitors still need a significant amount of AA to not look abysmal. You can get away with less AA on higher density screens, like if you are running some tiny 1080p monitors, or 1440+... but even my 23" units, I need to run at least 8xAA in many games, some of them 4... but regardless, the vram usage starts to get high at that point.

It is true though. Rarely do I ever go past 0.5GB~2GB of VRAM on any given game, typically in the 800MB~1.5GB range. However, I do run a 3420x1920 res (3x 1080p monitors in Portrait) most of the time. Landscape may be a different matter though, but I personally don't enjoy the super-widescreen view on MMORPGs or MOBAs except for maybe FPS games.
    
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post #153 of 234
Quote:
Originally Posted by Kokin View Post

It is true though. Rarely do I ever go past 0.5GB~2GB of VRAM on any given game, typically in the 800MB~1.5GB range. However, I do run a 3420x1920 res (3x 1080p monitors in Portrait) most of the time. Landscape may be a different matter though, but I personally don't enjoy the super-widescreen view on MMORPGs or MOBAs except for maybe FPS games.

All that matters is the number of pixels. Landscape or portrait makes no difference.
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post #154 of 234
Quote:
Originally Posted by littledonny View Post


You do realize that there is a linear inverse correlation between frame time percentage graphs and fps percentage graphs? There is no data contained in one that isn't contained in the other.

Frame time in milliseconds = (1/frames per second) * (1000ms/second)

If you have any graph of either as a function of time, then you're looking at identical data. And it's easy to translate if you remember the important conversions, like 8ms = 120fps, 16ms = 60fps, 33ms = 30fps.

there is a difference frame per second (sum of frames over time/time) than frame time (time to render frame).

looking at a percentile of frame times will show latency (stutter) whereas frames per second will "smooth out" such variances.

here:


http://www.pcper.com/reviews/Graphics-Cards/NVIDIA-GeForce-GTX-760-2GB-Review-GK104-250/Far-Cry-3-SLI
oh yeah two inverse curves. . .wink.gif
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post #155 of 234
Frame time and frame variance aren't the same thing.

At any point in time the instantaneous fps is exactly equal to the time it took to render the mkst recent frame (in milliseconds) divided by 1000.

At any given point in time, determining frame time only requires analysis of the time required to render the most recent frame. Frame variance is the difference between the time required to render the most recent frame and the frame before it.

Example: imagine rendering 1000 frames of something with vsync on such that the first 500 frames are all rendered at 60fps, and the last 500 frames are rendered at 30fps. The frame time graph would start out constant at 16ms and double to 33ms halfway through and stay there. The fps graph would do the same, except inverted: it would start out at 60fps and halve to 30fps halfway through. However, the frame variance graph would show 0ms all the way from 0-99.9%, where it would jump to 16ms.
Edited by littledonny - 7/9/13 at 7:45am
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post #156 of 234
Quote:
Originally Posted by littledonny View Post

Frame time and frame variance aren't the same thing.

At any point in time the instantaneous fps is exactly equal to the time it took to render the mkst recent frame (in milliseconds) divided by 1000.

At any given point in time, determining frame time only requires analysis of the time required to render the most recent frame. Frame variance is the difference between the time required to render the most recent frame and the frame before it.

Example: imagine rendering 1000 frames of something with vsync on such that the first 500 frames are all rendered at 60fps, and the last 500 frames are rendered at 30fps. The frame time graph would start out constant at 16ms and double to 33ms halfway through and stay there. The fps graph would do the same, except inverted: it would start out at 60fps and halve to 30fps halfway through. However, the frame variance graph would show 0ms all the way from 0-99.9%, where it would jump to 16ms.

there is NO "instantaneous fps" WTH.

it would not be appropriate to mix metrics. frames per second is how many frames are rendered per second. frame time is the measurement of the time it takes to render that frame. (broken record) those are absolutely two different metrics. fps will not give you a clear indication of any variance but frame time will.

i showed you the difference between the two with the graphs i posted. if you still are trying to "debate" your view; sorry you're on your own with that.
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post #157 of 234
Quote:
Originally Posted by littledonny View Post

Frame time and frame variance aren't the same thing.

At any point in time the instantaneous fps is exactly equal to the time it took to render the mkst recent frame (in milliseconds) divided by 1000.

At any given point in time, determining frame time only requires analysis of the time required to render the most recent frame. Frame variance is the difference between the time required to render the most recent frame and the frame before it.

Example: imagine rendering 1000 frames of something with vsync on such that the first 500 frames are all rendered at 60fps, and the last 500 frames are rendered at 30fps. The frame time graph would start out constant at 16ms and double to 33ms halfway through and stay there. The fps graph would do the same, except inverted: it would start out at 60fps and halve to 30fps halfway through. However, the frame variance graph would show 0ms all the way from 0-99.9%, where it would jump to 16ms.
I lold, and got in trouble for slacking off on the internet.

Thanks broski.

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post #158 of 234
Quote:
Originally Posted by looniam View Post

there is NO "instantaneous fps" WTH.

it would not be appropriate to mix metrics. frames per second is how many frames are rendered per second. frame time is the measurement of the time it takes to render that frame. (broken record) those are absolutely two different metrics. fps will not give you a clear indication of any variance but frame time will.

i showed you the difference between the two with the graphs i posted. if you still are trying to "debate" your view; sorry you're on your own with that.

Have you ever seen a graph that plots fps as a function of frames rendered, such as this one?



Each discreet data point on that graph is an example of "instantaneous" fps. It's computed just how I told you: fps(frame x) = time required to render frame x (in milliseconds) / 1000.

Variance(frame x) = absolute value[(time required to render frame x) and (time required to render frame x-1)]

This is entry-level calculus at best. Are you willing to listen and learn or remain ignorant?
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post #159 of 234
Forbes? Really? Aren't they the same one's that put out top 5 headphones and it was Beats among other crap? Lol.

Anyway, isn't it basically common knowledge by now that two midrange cards SLI'd/Crossfire'd outperform a higher end single GPU solution?
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post #160 of 234
Quote:
Originally Posted by Masta Squidge View Post

I lold, and got in trouble for slacking off on the internet.

Thanks broski.

mad.gif

Could you do everyone a favor and stop submitting irrelevant garbage? Thanks broski.
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