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[Official] Nvidia GTX 980 Ti Owners Club - Page 1398

post #13971 of 15676
Quote:
Originally Posted by GoLDii3 View Post

Tomb Raider uses 4096x4096 textures on Ultra. Those are no joke,you don't need them on a 1080p screen.


But i waaant them,i won't be able to sleep at night if i can't max the first game i bought with 980ti smile.gif.Seriously the card is great,this has to be the first game that needs 8gb vram even on 1080p,there is some small improvement in image when using very high textures that is noticeable even in full hd.From the looks of things the vram hogs in future games will be high res textures and AA and less resolution as you can max the game even in 4k if you use high textures without the game swapping between vram and system ram.
post #13972 of 15676
Quote:
Originally Posted by Zaor View Post

But i waaant them,i won't be able to sleep at night if i can't max the first game i bought with 980ti smile.gif.Seriously the card is great,this has to be the first game that needs 8gb vram even on 1080p,there is some small improvement in image when using very high textures that is noticeable even in full hd.From the looks of things the vram hogs in future games will be high res textures and AA and less resolution as you can max the game even in 4k if you use high textures without the game swapping between vram and system ram.
Those textures are useful for people running 4K so that they don't appear stretched.
post #13973 of 15676
If VRAM is the issue shouldn't adding a second 980ti in SLI solve the problem better and more economically than upgrading to 1080? Excuse me if that's a stupid remark, still learning tongue.gif
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post #13974 of 15676
VRAM doesn't stack with multiple GPUs.

You'll still have a 6gb buffer no matter how many 980ti's you pop in your mobo
post #13975 of 15676
I was aware of that, but wasn't dx12 supposed to fix that and be able to stack them?
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post #13976 of 15676
I believe that was a rumored feature that we've yet to see. I wouldn't build a dx12 machine around maxwell architecture anyway because by the time dx12 is widely adopted by developers you'll be able to buy cheap used pascal GPUs on ebay. If you know what I mean.
post #13977 of 15676
Fast Sync added for Maxwell GPU's on the latest drivers.
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post #13978 of 15676
Quote:
Originally Posted by dmasteR View Post

Fast Sync added for Maxwell GPU's on the latest drivers.
Ha, about dayum time after a forced deactivation for Maxwell in the previous driver. Going to hit BF4 up again to see if stutters are gone now. More more testing and information about Fast Sync in general --> http://www.overclock.net/t/1601321/fast-sync-howto/30
 
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post #13979 of 15676
Hmmm, never heard of that. Basically what is it summed up? May actually update my several month old driver for once.
     
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post #13980 of 15676
Quote:
Originally Posted by kariverson View Post

I was aware of that, but wasn't dx12 supposed to fix that and be able to stack them?

I wouldn't say "fix".

As I understand it:
With SLI, the two GPUs are working on the same thing pretty much, so the overhead is the same, multiplied across both GPUs.
With the various forms of explicit multi-adapter rendering methods, the two GPUs are effectively performing different tasks.

An example that makes sense to me:
Current technology:
Jack and Jill need to dust and mop two rooms. They split up and both do one room each, in the same order. Because they are both doing the same task at the same time, they both need a duster, bucket, and mop each.

Future technology:
Jack does the dusting in both room, Jill does the mopping in both. So only one duster and one bucket is required.

Effectively, the process is less resource intensive, but as you can see - a very high level of driver support would be required.
I'm curious to go home and run that new Time spy benchmark with 3DMark. Anyone run this yet?
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