- Next story The Up-Comers – The 3rd Billion Will Influence All the Rest
- Previous story Tough Power – Thermaltake XT 775W PSU
Web News
- AMD android Apple asus ATI Case cell phone cooler Cooler Master Core i7 corsair cpu CPU cooler ddr3 fermi flash Games GeForce gigabyte google GPU hard disk drive HDD Intel iphone kingston laptop memory Microsoft motherboard MSI notebook Nvidia OCZ Radeon ram Samsung Sapphire smartphone software solid state disk ssd storage thermaltake video card
More
Recent Posts
- Tesoro to Showcase a New Direction for the Company at COMPUTEX 2015 Launching New Line of Mice, Headsets, and PC Chassis
- Giada Launches Compact i200 Mini-PC for Thin Client, Enterprise and Industrial Applications
- Audio Analytic launches Global Telecom Partner Programme
- NVIDIA releases GeForce Titan X 12GB
- Tesoro Announces the Lobera Spectrum Per-Key RGB Backlit Mechanical Keyboard in North America
- BURG INTRODUCES BURG 31 – FIRST STANDALONE PHONE/SAFETY SMARTWATCH FOR KIDS & SENIORS
- Tesoro Announces the Excalibur Spectrum Mechanical Keyboard: Key-by-Key Customizable Backlighting in North America Game in Your Own Spectrum of Colors
- Elliptic Labs Launches Ultra-Fast Touchless Gesturing for Mobile Devices; Working Up to Seven Feet from Screen
- Tesoro Launches Gungnir Black Optical Gaming Mouse with Customizable RGB Illumination in North America
- SpotCam HD Pro Packs Water and Dust Resistance for Outdoor Home Security
Thanks, BFG10K.. it’s nice to see which games are most affected by the bandwidth.
In AvP and Riddick:DA, the penalty for reducing the bandwidth is nearly identical to that of reducing the core/shader clock, which is rather revaling of the bottleneck. Only in Stalker:CoP is the bandwidth clearly sufficient, probably due to the absolute bottleneck on the shader performance part.
Reducing core/shader clock by 20% while leaving the memory bandwidth alone at 100% stock should “loosen” up the bandwidth bottleneck as it is, which is most likely the reason there is a bit less penalty by reducing the bandwidth in a vice-versa way. Say, for example, you have 1GHz core and 1GHz memory, but you drop the core to 800MHz, then you have a surplus of memory. If you leave the core at 1GHz, but drop the memory to 800MHz, the performance hit is almost identical to reducing the actual “work” by 20% itself. Plus if there were plentiful, bountiful bandwidth, then dropping the core by 20% should have theoretically resulted in a full 20% reduction.
Thanks again for the data.. yummy!
Yet, in Stalker:CoP, there appears to be a problem with the optimization of the architecture/drivers/etc.. being unable to scale very well with increased GPU speed. It could be poorly optimized with the system memory/CPU or something else?
AvP and Riddick only get close at 4xAA, and that’s expected since 4xAA loads the memory more. In some ways using higher AA modes makes the test more “synthetic”.
Stalker could be running out of VRAM capacity. If I ever pull the trigger on a GTX480, I can see if the extra memory makes a difference there.
Thanks for the test! What about a “Core 2” and “Core i5/i7” cpu scaling with the Fermi? Pleeeeeeease 😀
Matrixfan:
i5 750 tested with 2 vs 4 cores: http://alienbabeltech.com/main/?p=19601
I don’t have a Core 2 anymore, but is there something else you’d like to see from my i5 750 + GTX470?