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post #111 of 349
This is a pretty decent review of OCZ pc6400 memory. The reviewer tests a lot of memory speeds and timings with different benches and quake3.

http://www.techpowerup.com/reviews/O...400Crossfire/3

Faster memory speeds do seem to increase real world apps then tighter timings?

Or is just a one hit?
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post #112 of 349
DDR2-1000 is capable of 1 billion transfers per second, or 8 Gigabytes per second. You said that the peak (remember the C2D doesn't always achieve peak) transfer speed is 11.4 Gigabytes per second.

What you are inferring is that a 2:1 ratio will guarantee the highest performance from your memory and cpu (Relinquishing the bottleneck in the CPU's bus).
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post #113 of 349
Quote:
Originally Posted by The_Manual View Post
@ CWell1337. Testing Memory within 3D applications is illogical. System Memory is not dramatically "paged" for bandwidth within three dimensional objects, and systematic rendering. If you wish to ascertain what I have stated I suggest you get your computer working on a task that requires extreme data transfers. For this I suggest you have a look at some Computation Algorithms.
If you want to play games you can leave memory out of the equation (to a degree) as it does not influence the system as much as the GPU and CPU (and equivalent components). Changing the Memory Config will cause slight changes in Frame Rates, but small in comparison to other changes you could make.
You're trying to tell me the results I got mean nothing. If that is the case then why do I get the results that I do changing nothing but the RAM? You are telling me the digital stopwatch test is illogical. I would argue that these synthetic benches are all illogical for reasons previously stated.

Explain to me why I got better results with a 1:1 ratio then. I'm not trying to say either, that changing memory configuration is the best thing you can do to increase 3D performance. Obviously your GPU has more to do with this. I'm talking about load times. If I get better results with my RAM like this in games, why wouldn't I run it like this? Because you say so? lol I use my computer to game on mostly, it wouldn't make sense to set it up to optimize anything else.

The way I have it is the best way to run it, period. You can tell me all the reasoning behind why you think what I'm doing doesn't matter, but results are results, and they speak for themselves as far as I'm concerned.

As far as your EDIT is concerned:
Quote:
Originally Posted by The_Manual View Post
Wait a second, you are testing an AMD processor vs. an Intel processor? Well that really changes the meaning of "a fair test" in the Memory Departement
I'm not testing VERSUS anything. As I clearly stated, we both have the same RAM and we both did the digital stopwatch tests and we both ascertained that a 1:1 ratio with tighter timings was more efficient than high bandwidth and looser timings. We weren't competing with each other. He told me what his results were, I went and tried it, and came to the same conclusion.
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post #114 of 349
Quote:
DDR2-1000 is capable of 1 billion transfers per second, or 8 Gigabytes per second. You said that the peak (remember the C2D doesn't always achieve peak) transfer speed is 11.4 Gigabytes per second.

What you are inferring is that a 2:1 ratio will guarantee the highest performance from your memory and cpu (Relinquishing the bottleneck in the CPU's bus).
Core 2 Duo will peak 99.9% of the time. If it did not peak the value would be slightly lower. The value will only be a few Megabytes’ less at maximum.

A 2:1 ratio if served correctly will improve the performance, if directed to Memory. However if data transfer is greater than 32 bits, then the Memory speed will again need to increase to compensate for the CPU data transfer speed increasing.

@ CWell1337.

Values, scores, speed, and anything that springs into you're mind in relation to memory will change if you change the values within the Memory Sub-System (Transfers, Command Rate, Timings, Frequencies etc).

I can give you a nice clue to you're answer, and you can go away and research it if you so wish. Memory Cell Arrangement and Structural Data Channeling.

When is a Computation Algorithm a Synthetic Benchmark? These are what computers were designed to do, and what your computer can technically do faster than anything else. They were not built for games, they were built for number crunching. That statement still stands

Unlike "Synthetic Benchmarks", Memory speed and Latency has little effect in 3D games as its job is to just hold simple computation data and file stores. The processor is sending and receiving data at a certain rate and this does not need to stress the memory. The memory's job is simple. Hold data and let the CPU read it, and write on occasions. This is not stressful, where is the logic in testing memory in a 3D game.

If you run a Computation Algorithm then you may realise how important memory speed is. The CPU requires huge paging and incredible speed to process its data. When you’re running a game the CPU does not need a huge amount of complex data to complete what it wishes. However these Algorithms do as they are calculating millions of numbers, with huge reads and writes upon the system memory. Bandwidth is extremely important here, or else the CPU has to wait for data.

When running a 3D application the CPU does not have to wait for data as long, as the GPU is processing equivalent data within it's system and can therefore keep data flow operation running. Take the GPU (Memory) out of the equation, and the results will change.

"vs.". You are testing a system against another, this falls into this categorial stance

As above states. 3D games do not require Memory like Mathematical Computation does, unlike you I work with certain designs of Micro-Processors, I know what is required of them for them to follow their design specification
post #115 of 349
Quote:
Originally Posted by The_Manual View Post
Unlike "Synthetic Benchmarks", Memory speed and Latency has little effect in 3D games as its job is to just hold simple computation data and file stores. The processor is sending and receiving data at a certain rate and this does not need to stress the memory. The memory's job is simple. Hold data and let the CPU read it, and write on occasions. This is not stressful, where is the logic in testing memory in a 3D game.
I think The Manual might be right there. I think you are getting better results in games with lower latencies because all the RAM is doing then is holding the data and the faster it can transfer that data (a.k.a with better latencies) the quicker it will be. But its the other way around for alogrithms and number crunching, more data will need to be sent so a higher bandwidth may be needed rather than a lower latency.

But if it works better for you in games, then keep it that way I hate waiting for games to load too.
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post #116 of 349
I'm going to research this Memory Cell Arrangement and Structural Data Channeling you speak of. Be back afterwards.
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post #117 of 349
I was told me my name was being used.

Dominators are good modules, and so they should be... but you should be aiming for 700+ MHz at C5 and not the low 600's.

Anyway here is an example of some modules which do OK, they do go higher too.
DDR2-1350 C4-4-4-5(675 MHz) (Was the WR for a few nano secs )

Validation



Also a set at DDR2-900 C3-3-3-8

http://img220.imageshack.us/img220/3...dualc3rji0.jpg

Validation

Albeit that Pi is synthethic, one thing it likes is bandwidth and if you can prove it all the better.... dual Pi32M runs will see if they can hold up ... good luck.

Edit: can show 8hrs Orthos at DDR2-1200 C4-4-4-12 if really required
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post #118 of 349
I like beens with ketchup...

Manual... Instead of using fancy words and terms, ect. Try to dumb it down for the masses. Using complex language and sentence structure is a fallacy used to win arguments by many. But it is an improper method of argument and your victory is not real. As the great physicist Albert Einstein said, "make everything as simple as possible, but not simpler." Another one of his famous quotes is "You teach me baseball and I'll teach you relativity.... No we must not. You will learn about relativity faster than I learn baseball." You see, we must keep our explanations simple, or we are just trying to confuse our opponent into secession.
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post #119 of 349
Quote:
I think The Manual might be right


touche'
post #120 of 349
Oh very well, I suppose I should lighten up lol, but I'm doing some physics Coursework so it does not help

If it works better for you in a 1:1 ratio then keep it that way CWell1337, as it's gaming its slightly out of phase with my workings and logic of Computer systems

Just a note: Memory Cell Arrangement you will easily find, as it's just the positioning of data within the Memory (modular blocks of storage).

Structural Data Channeling will be harder. That states that Data will be given set positions (as written in code) and therefore will be forced to take certain Physical Address's. This is not good as they may not exist if you only have a small amount of memory
However this speeds up data transfer as the CPU knows exactly where to look in Memory, as the code tells it the exact location.
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