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post #5831 of 7890
Quote:
Originally Posted by DR4G00N View Post

My highest was 8.172GT/s (4086.27MHz) on my X5650 & X58A-OC.

Do you run that daily 24/7 or was it just a over clock adventure? What kind of volts were you using, also?
     
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post #5832 of 7890
Quote:
Originally Posted by gofasterstripes View Post

7560 on UD7
7200 runs all day on UD7 or UD3
1.255Vtt

What is that in MHz, GHz ?
     
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post #5833 of 7890
GT/s, it's down to the width of the bus and the Clk signal

It's set to BClk x 36*, which was either 200 or 210. I think many boards can go to 210BClk. 220+ is quite rare.

Spec is 4.8 or 6.4GT/s [133 BClk x36 or x48] IIRC, so 7.2GT/s isn't much of a stretch.

Why are you asking?

*200MHz BClk = lowest multiplier to get back to near spec.

"QPI operates at a clock rate of 2.4 GHz, 2.93 GHz, 3.2 GHz, 4.0 GHz or 4.8 GHz (4.0 GHz frequency is introduced with the Sandy Bridge-E/EP platform and 4.8 GHz with the Haswell-E/EP platform). The clock rate for a particular link depends on the capabilities of the components at each end of the link and the signal characteristics of the signal path on the printed circuit board. The non-extreme Core i7 9xx processors are restricted to a 2.4 GHz frequency at stock reference clocks. Bit transfers occur on both the rising and the falling edges of the clock, so the transfer rate is double the clock rate." - wiki

EDIT - My system right now - 200 x 36 = 3600MHz = 7.2GT/s

Edited by gofasterstripes - 2/7/16 at 2:30pm
post #5834 of 7890
Quote:
Originally Posted by OCmember View Post

Do you run that daily 24/7 or was it just a over clock adventure? What kind of volts were you using, also?
Just quick oc to find the max cpu freq.
I was using;
1.66V VCore
1.45V VTT
1.1V QPI PLL
1.1V IOH Core
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post #5835 of 7890
I'm really pondering some "Magic numbers" on these systems. I wonder if setups with frequencies that are whole multiples of the other frequencies gain a little extra "edge", due no signals never having "just missed the bus" in terms of data transfer and then being held back another whole clock of the outgoing bus

ie - 1600MHz RAM with 3200MHz uncore. If you have 1500MHz RAM, would you get a data transfer that was drifting out of sync, leading to inefficiency?

QPI a multiple of RAM Speed too etc etc

Hmmm
post #5836 of 7890
Quote:
1.66V VCore
1.45V VTT

It's still on fire.
post #5837 of 7890
Quote:
Originally Posted by DR4G00N View Post

Just quick oc to find the max cpu freq.
I was using;
1.66V VCore
1.45V VTT
1.1V QPI PLL
1.1V IOH Core

Thanks, DR4G00N
     
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post #5838 of 7890
Quote:
Originally Posted by gofasterstripes View Post

It's still on fire.
That was with only 2 cores with an H110 so the temps never got very high. Regardless, that's not the highest I've had the VTT either which was 1.51V for 4.2GHz Uncore & 12GB's of ram at 2220MHz 8-10-10-24 1T 1.9V. Living in the danger zone! biggrin.gif
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post #5839 of 7890
@gofasterstripes
I recently matched my QPI speed to my uncore speed @ 3555MHz My QPI for the longest was ~ 2900MHz until I realized that upping the QPI PLL & IOH allowed it to run faster. I have no idea why it Auto'd to 2.9GHz But for some reason alot of issues running UT4 went away
Edited by OCmember - 2/7/16 at 5:01pm
     
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post #5840 of 7890
Quote:
Originally Posted by gofasterstripes View Post

Could it be that that is, perchance, a little out of date?


Studios have had a lot of time to get the hang of multicore scaling now :-)

EDIT:

"05/03/2015 at 21:53 Jeroen D Stout says:

As a developer working on a CPU-heavy game, I have to say that 4 cores are only arguably enough as a consumer-anno-2015 because most developers are not trying to use more than 4, because that is what consumers-anno-2015 are expected to have.

Yes, it is right to say often rendering is a huge bottleneck. However, when it comes to high-quality AI, high-quality physics with super-high frame-frames (some significant resonances need hundreds of steps per second), volumetric effects or large areas, things like enormous amounts of agents with non-flock behaviour (like citizens as opposed to pedestrian concepts), arbitrary crunch calculations or even just high-duty ray-tracing… then the actual argument of 4 cores is a bottleneck to future games.

Just to underline – yes, in a world where game development is mostly elaborately scripted things which need to run on outdated hardware with more GPU load than CPU, upgrading your PC to > 4 cores is probably a waste of money. I agree with this purely in the limited and depressing space of what the market is now. However, in my personal world in which games strive for interesting scenes high computational complexity, this mindset is holding back the sort of games in which which mass parallel computation could change the very boundaries of what we can do."
https://www.rockpapershotgun.com/2015/03/05/quadcore-gaming/ - [An article, rather lacking in actual substance, that]

EDIT:



Here's some terrible coding [Top work, AMD :/ ]
http://www.guru3d.com/articles-pages/rise-of-the-tomb-raider-pc-graphics-performance-benchmark-review,9.html

"I think we found a root core of the performance issues, they seem to be related to the number of CPU cores. It is mind boggling to see that with the Radeon the 1 core setup remains to be the fastest. Here you will also notice that with a 2 core processor setup we have micro-stuttering going on whereas the 1, 4 and 8 core setup are fine. After seeing this it is without doubt that AMD will need to do a thing or two with driver optimizations. "



But better from NVIDIA:


Leading to a conclusion:
"Another metric we can look at is actual CPU usage as reported by the OS, as shown above. In this case CPU usage more or less perfectly matches our earlier expectations: with DirectX 11 both the GTX 980 and R9 290X show very uneven usage with 1-2 cores doing the bulk of the work, whereas with DirectX 12 CPU usage is spread out evenly over all 4 CPU cores.

At the risk of speaking to the point that it’s redundant, what we’re seeing here is exactly why Mantle, DirectX 12, OpenGL Next, and other low-level APIs have been created. With single-threaded performance struggling to increase while GPUs continue to improve by leaps and bounds with each generation, something must be done to allow games to better spread out their rendering & submission workloads over multiple cores. The solution to that problem is to eliminate the abstraction and let the developers do it themselves through APIs like DirectX 12."

.......


And this is why I am hopeful smile.gif

Okay fine, it seems you just -HAVE- to argue and go to great lengths to try and disprove everyone and everything I ever say. Since you're obviously always correct in life, and you know anything and everything about every little aspect of computers.

By the way, if you search long enough and hard enough, you can find any website anywhere on the internet that will state things to your way of thinking. That doesn't make it any more correct than before you started.

But anyway, there's just no winning with "1-uppers" like you so I'll just have to leave this thread, have fun with your life.
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