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[DSOG] Oxide Developer, “NVIDIA Was Putting Pressure On Us To Disable Certain Settings In The Benchmark". - Page 40  

post #391 of 409
Quote:
Originally Posted by Imglidinhere View Post

No... you have 8 cores at 4GHz so that means you have the equivalent of 32 cores.

8 cores at 4GHz are clearly 32 Gigacores!
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post #392 of 409
Quote:
Originally Posted by Slomo4shO View Post

8 cores at 4GHz are clearly 32 Gigacores!

blinksmiley.gif
     
     
post #393 of 409
Quote:
Originally Posted by Slomo4shO View Post

8 cores at 4GHz are clearly 32 Gigacores!

pretty sure it's 34 gigacores, get your facts straight before posting please
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post #394 of 409
Quote:
VRR doesn't have to mean always changing. If it can change it between two values that serves as a tech demo/proof of concept

The main point of gsync (and VRR that seeks to copy it) is variable time on a per-frame basis. You can have a completely random distribution of frametimes at 10+-2ms (8-12ms) and the screen will refresh over 6.95ms and then it will wait and hold the next refresh until the next frame is ready. Refresh and then hold again til next frame, refresh and hold again til next frame etc. Every single refresh can be at a different "refresh rate" - one after 1/100'th of a second, the next after 1/112'th of a second, the next after 1/95'th of a second etc - changing over 100 times per second.

Changing a static refresh rate from every 16.67ms to every 8ms is relatively useless; it doesn't have any of those smoothness benefits. It's technically variable but it's not the black magic of a proper screen that waits for a new frame to enter buffer without refreshing and then starts to refresh that new frame top-to-bottom instantly, pausing again and waiting for the next frame afterwards.
Edited by Cyro999 - 9/20/15 at 9:46pm
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post #395 of 409
Quote:
Originally Posted by Cyro999 View Post

The main point of gsync (and VRR that seeks to copy it) is variable time on a per-frame basis. You can have a completely random distribution of frametimes at 10+-2ms (8-12ms) and the screen will refresh over 6.95ms and then it will wait and hold the next refresh until the next frame is ready. Refresh and then hold again til next frame, refresh and hold again til next frame etc. Every single refresh can be at a different "refresh rate" - one after 1/100'th of a second, the next after 1/112'th of a second, the next after 1/95'th of a second etc - changing over 100 times per second.

Changing a static refresh rate from every 16.67ms to every 8ms is relatively useless; it doesn't have any of those smoothness benefits. It's technically variable but it's not the black magic of a proper screen that waits for a new frame to enter buffer without refreshing and then starts to refresh that new frame top-to-bottom instantly, pausing again and waiting for the next frame afterwards.

sure but back then their whole setup was hacked together to show it could be done. I know what VRR is supposed to be but proof of concepts and demos don't have to be the full thing. It's not a big deal and much less so since its up and running now.
post #396 of 409
Quote:
Originally Posted by semitope View Post

sure but back then their whole setup was hacked together to show it could be done. I know what VRR is supposed to be but proof of concepts and demos don't have to be the full thing. It's not a big deal and much less so since its up and running now.
Of course you are right but you have to understand that these guys have been hating on Freesync ever since it was announced so they are the problem not the tech or demos created to show the tech.
post #397 of 409
Quote:
Originally Posted by HeavyUser View Post

pretty sure it's 34 gigacores, get your facts straight before posting please

8 - 4.

84 gigacores.
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post #398 of 409
Quote:
Originally Posted by ToTheSun! View Post

8 - 4 = 4

HL3 confirmed.

Dont you already know how they count at Valve?

One, two, four, five, seven. wink.gif
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post #399 of 409
So, we are coming up on a month now since this story broke, has Oxide actually done anything lately related to the story, or should this thread just be locked since the entire discussion is now so far off it isn't even funny?
post #400 of 409
Well nvidia is the one that has to make Async compute work at least whit some of it's cards mainly Maxwell 2 because for there rest there is no hope.
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Overclock.net › Forums › Industry News › Software News › [DSOG] Oxide Developer, “NVIDIA Was Putting Pressure On Us To Disable Certain Settings In The Benchmark".