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[Official] Nvidia GTX 980 Ti Owners Club - Page 1514

post #15131 of 15376
Quote:
Originally Posted by 8051 View Post

My 8 hour Unigine Heaven loop stable clock speed isn't stable in Dying Light.

F@H is better. I used to use Heaven 4.0 for quick checks, then drop by 35MHz and I'd have a speed that was good for everything, including Dying Light. I personally prefer to run a little lower than "stable", that way any unexpected behaviour by a weird 3D application can be accounted for. I suppose Heaven 4.0 works for half the user cases, then the other half like Dying Light and modern DX 12 engine games will have to endure F@H, or a predetermined "drop" in frequency from Heaven 4.0 clocks.
post #15132 of 15376
Quote:
Originally Posted by Desolutional View Post

F@H is better. I used to use Heaven 4.0 for quick checks, then drop by 35MHz and I'd have a speed that was good for everything, including Dying Light. I personally prefer to run a little lower than "stable", that way any unexpected behaviour by a weird 3D application can be accounted for. I suppose Heaven 4.0 works for half the user cases, then the other half like Dying Light and modern DX 12 engine games will have to endure F@H, or a predetermined "drop" in frequency from Heaven 4.0 clocks.

I did crank up my view distance in Dying Light (even above the max). Both Heaven 4.0 and the Resident Evil 5 benchmark can loop for 16 hours at 1468 MHz, but Dying Light always eventually CTD's.
post #15133 of 15376
Hi

I just bought a 980TI Poseidon (under water, top card) and a 980TI HOF for a SLI !

I would like some advice : do i change bos cards bios for EVGA SC ? water and air ? or do I stay with factory bios ?

Thanks a lot !
post #15134 of 15376
Quote:
Originally Posted by dureiken View Post

Hi

I just bought a 980TI Poseidon (under water, top card) and a 980TI HOF for a SLI !

I would like some advice : do i change bos cards bios for EVGA SC ? water and air ? or do I stay with factory bios ?

Thanks a lot !

Find mr Dark bios request on oc.net upload both bios to him and you Got What you want

He Can make Them 400watt fixed clock speeds fixed volt & boost disable
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post #15135 of 15376
Quote:
Originally Posted by dureiken View Post

Hi

I just bought a 980TI Poseidon (under water, top card) and a 980TI HOF for a SLI !

I would like some advice : do i change bos cards bios for EVGA SC ? water and air ? or do I stay with factory bios ?

Thanks a lot !

If I was going SLI at this point I would've been looking at Titan X Maxwells. The 6 GiB of VRAM is already a limit in Deus Ex: Mankind Divided.
post #15136 of 15376
Quote:
Originally Posted by 8051 View Post

If I was going SLI at this point I would've been looking at Titan X Maxwells. The 6 GiB of VRAM is already a limit in Deus Ex: Mankind Divided.

Using poor compression or uncompressed textures tends to have that effect. So does over-saturating the VRAM with junk assets which don't need to be kept in memory. VRAM works on an entirely different principle to Windows Superfetch, you can't cache stuff that is never going to be used in the area the game is rendering, yet more and more developers fail to flush unused assets until the GPU reaches the VRAM cap. Why is this bad? Because your GPU has 6GB of VRAM, and the game is currently allocating and using 6GB of VRAM because it has not flushed the some of the junk out yet. Suddenly you need to stream 0.5GB of textures. That's where you get framerate hitching and slowdown, because you flush the junk, stream your new 0.5GB of textures in, and that is all limited by the PCIe bus speed and system RAM bandwidth.

Wonder why the Fury X with its 4GB of HBM works quite well in some titles? Not because they are AMD optimised, but because the engine allocates properly compressed assets to VRAM and flushes them properly ensuring more than 4GB is not used at any one time. The perceivable quality difference between a good texture compression implementation and no compression in a game with moving scenery is very hard to see. If you want a solid example of developers being stupid with regards to texture compression, look at Fallout 4 (55 GIGABYTES!), Tom Clancy's Rainbow Six Siege (28 GB) and Shadow of Mordor (11.8 GB).

Drivers can only do so much with regards to memory management, and with more and more games adopting DX 12 and Vulkan this is going to be a problem. 6GB is fine for now and the next few years.
Edited by Desolutional - 4/9/17 at 2:34pm
post #15137 of 15376
Quote:
Originally Posted by Desolutional View Post

Using poor compression or uncompressed textures tends to have that effect. So does over-saturating the VRAM with junk assets which don't need to be kept in memory. VRAM works on an entirely different principle to Windows Superfetch, you can't cache stuff that is never going to be used in the area the game is rendering, yet more and more developers fail to flush unused assets until the GPU reaches the VRAM cap. Why is this bad? Because your GPU has 6GB of VRAM, and the game is currently allocating and using 6GB of VRAM because it has not flushed the some of the junk out yet. Suddenly you need to stream 0.5GB of textures. That's where you get framerate hitching and slowdown, because you flush the junk, stream your new 0.5GB of textures in, and that is all limited by the PCIe bus speed and system RAM bandwidth.

Wonder why the Fury X with its 4GB of HBM works quite well in some titles? Not because they are AMD optimised, but because the engine allocates properly compressed assets to VRAM and flushes them properly ensuring more than 4GB is not used at any one time. The perceivable quality difference between a good texture compression implementation and no compression in a game with moving scenery is very hard to see. If you want a solid example of developers being stupid with regards to texture compression, look at Fallout 4 (55 GIGABYTES!), Tom Clancy's Rainbow Six Siege (28 GB) and Shadow of Mordor (11.8 GB).

Drivers can only do so much with regards to memory management, and with more and more games adopting DX 12 and Vulkan this is going to be a problem. 6GB is fine for now and the next few years.

Dishonored 2 can also go over 6 GiB in VRAM usage even at 2K w/ultra textures. At 4K the performance on 4 GiB cards tanked noticeably -- incl. on the Fury X. One of their recent patches indicated they're buffering pre-rendered frames to increase performance and I'd imagine these frames are being buffered in VRAM.

I've seen the screenshots of the Fallout 4 high-res texture pack and you're right I wasn't seeing much of a difference.

GTA V maxed out comes pretty close to using 6 GiB, I'd imagine increasing draw distance could easily push that over 6 GiB.

Fallout 4 can use more VRAM without using high-res textures by merely increasing the view distance, ditto for Dying Light.

Using Nvidia's DSR increases VRAM usage all by itself.

Wouldn't flushing the junk be as simple as deallocating the memory by freeing the addresses associated w/it? There's no reason to write it back anywhere.
post #15138 of 15376
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post #15139 of 15376
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post #15140 of 15376
Quote:
Originally Posted by xzamples View Post


Is your 980Ti throttling @ 83° C? It sure does look like it, because 100% GPU load and 1115 MHz core clock is terrible.
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