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2GB V-RAM??? - Page 2

Poll Results: Still not enough? Keep your bias aside for a second :)

Poll expired: Mar 16, 2014  
  • 52% (28)
    Yes, it's enough
  • 28% (15)
    No, i believe it's still not enough
  • 18% (10)
    I'm still on the fence
53 Total Votes  
post #11 of 198
Quote:
Originally Posted by Booty Warrior View Post

Good thread. VRAM concerns are largely overblown because people mistakenly interpret VRAM allocation as some sort of VRAM requirement. It's just not that simple.

IMO 2GB is perfectly suited for GK104 cards.

This sooo much.
 
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post #12 of 198
Quote:
Originally Posted by Bearybear View Post

The Radeon HD 7750 with 1GB of VRAM supports 4K. I've seen plenty of people claim that "2GB of VRAM is barely enough for 1080p", these are the same people that believe a 2GB card is obviously twice as powerful as a 1GB card and all 2GB cards are pretty much equal in performance so "get the cheapest 2GB card you can buy" because anything is hype. rolleyes.gif
Your reply reminds me for a friend of mine who said his GT 630 was more powerful than my GTX 470 because it has 2GB VRAM biggrin.gif
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post #13 of 198
You need more vram for the minimums fps. The way the graphic engines nowdays use the vram as precache leads either to stutter or low min fps.For example bf4 with mantle.If you have 2gb vram and you put the texture on ultra you get stutter or lower min fps because you have low vram.Also there are games that dont use allocation and when you pass some point you get zero fps.Either way vram is tied with the architecture and the bus and if it is a gaming card or a gpgpu card

Also downsample is not an accurate method to see the vram usage at 4k res
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post #14 of 198
I didn't notice a single difference going from 2GB to 3GB, minimums stayed the same for me
 
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post #15 of 198
Quote:
Originally Posted by Xboxmember1978 View Post

How are we to know how much actual Vram we are using if all the programs that tell us are using allocation?

I'm not sure that allocation isn't the correct metric. AFAIK, many games are coded in C/C++, and when you allocate memory in those languages, you usually allocate the exact size of any object you need:

Object* TheObject = malloc(sizeof(Object));

I don't know how graphics APIs such as DirectX behave, but in general, to allocate memory and not use it is a) inefficient, b) a bit unsafe as that would mean you're manually managing your heap, begging for memory leaks, segmentation faults and memory errors. Again, this is the perspective of a fairly inexperienced C programmer, so I could be totally off the mark.
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post #16 of 198
Quote:
Originally Posted by Sadmoto View Post


maybe SLI plays a factor, I've heard that you only get to use the vram amount of 1 card even in SLI but I've also heard the opposite that you get the same as both combined, I don't know but I've gotten both of these answers from here at one point or another reading. @.@


the vram doesnt add, if you have two 2gb cards, 2gb is still what youre working with.



on topic, Id love to see the outcome of this as well for future purchasing of graphics cards.
 
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post #17 of 198
Quote:
Originally Posted by sugarhell View Post

For example bf4 with mantle.If you have 2gb vram and you put the texture on ultra you get stutter or lower min fps because you have low vram.

Or because mantle is well, to be frank; poop for everything except the newest cards, hopefully only for now... For whatever reason mantle pretty much doubles the vram usage.
With my settings at 1080p 90FoV/100%res ultra/ effects high and x2 msaa I get 1.2-1.8gb vram. this is Dx 11.
with the same exact settings, my vram usage is 3gb when I use mantle on a 7870XT. which gives constant stuttering making any increase void.

on low preset, 1080p, 90FoV/100% res I can use mantle without stuttering, it uses 1.9gb vram (not even 1gb when using dx11 and remember I only used 1.8gb on almsot everything maxed) and I get almost a 15-30fps 100-120 on dx11, 130-150 on mantle.

gotta sacrifice every eye candy just to get mantle to run without stuttering, the API that's supposed to help performance, Thats gold.


Edit: @ krisz9: okie, I didn't think so but, I've been told it does combine and it doesn't. *throws hands up in the air* tongue.gif
thats also sorta lame, it means you essentially wasted $ on vram you can't use unless you split the cards, this is also assuming someone bought 2 cards for SLI/Xfire, and with how ram prices are...thats just mean lachen.gif
Edited by Sadmoto - 3/14/14 at 2:23pm
     
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post #18 of 198
Quote:
Originally Posted by alcal View Post

I'm not sure that allocation isn't the correct metric. AFAIK, many games are coded in C/C++, and when you allocate memory in those languages, you usually allocate the exact size of any object you need:

Object* TheObject = malloc(sizeof(Object));

I don't know how graphics APIs such as DirectX behave, but in general, to allocate memory and not use it is a) inefficient, b) a bit unsafe as that would mean you're manually managing your heap, begging for memory leaks, segmentation faults and memory errors. Again, this is the perspective of a fairly inexperienced C programmer, so I could be totally off the mark.

Yeah with tiled resources you have access to both vram and ram system to create a single large buffer.Opengl had this for years i think with AMD_sparce_texture which is a bit more powerful than dx tiled resources
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post #19 of 198
out of all my games the most vram ever used is 1,225mb at 1080
so 2 gig is plenty imo.
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post #20 of 198
Thread Starter 
Here is another prime example of running out of Raw-processing power before running out of V-ram. The good o'l Crysis 3 biggrin.gif. Different settings and the same memory allocation. I had to set my 770's to 1400Mhz because this resolution is insane. I'm surprised they're still able to keep up lol

VERY HIGH (Click to show)
Frames, Time, Min, Max, Avg
5931, 300000, 10, 28, 19.770

HIGH (Click to show)
Frames, Time, Min, Max, Avg
9566, 300000, 21, 52, 31.887

MEDIUM (Click to show)
Frames, Time, Min, Max, Avg
11849, 300000, 22, 62, 39.497

You see how there is no sudden "JUMP" in performance? or major difference between max fps and min fps? That shows that the V-ram was enough, but the general low FPS is a result of 770 SLI not being able to handle such a high resolution.
GPU-z (Click to show)
d9w.png

Edited by Yungbenny911 - 3/14/14 at 3:45pm
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