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OMFG, that fps you are getting is unreal, i managed 10 fps average at 1680x1050 with no AA.![]()
35fps ish at 1920x1200 with 4x AA enabled
The difference is mad, I guess GT runs out of mem
256MB is a joke and so is that comment. Even my 9800GX2 cannot run this demo smoothly at 1650x1080, not because it does not have the power, but because it does not have enough memory for the textures. I'm always running in to this texture memory problem with actual games @ 1920x1200 and higher res. 512MB usable VRAM does not cut it these days for high res gaming, especially if you have AA/AF.
you obviously don't know as much about the technology as your trying to project.
The new RV770 Ruby demo looks (from the short clip) far better!
http://www.amd.com/us-en/assets/content_type/DigitalMedia/AMD_Ruby_S04.swf
The new RV770 Ruby demo looks (from the short clip) far better!
http://www.amd.com/us-en/assets/content_type/DigitalMedia/AMD_Ruby_S04.swf
If you knew what you was talking about, then you would know that it matters what textures are on screen, currently displayed and in the surrounding area, as they will be using the RAM. Parts of a level or characters that are not displayed/in the surrounding area, will not be using the graphics VRAM.
They could have done a better job on his armor though. But it's not that bad considering how close the camera is to it, and it does look better in nearly every other scene in the demo.
Its the other way around, you know nothing... unless i've traveled back in time to 2004 or earlier.. then what you said is incorrect, maybe 4 years ago 256MB would have done for a few characters in a fancy tech demo, but not by todays standards.
256MB is not enough for even a single character with no background/scenery in a tech demo these days for a high end card.
Theres a NV demo of just a mans head for the 8800GTX/Ultra, this uses more than 512MB VRAM, so even my 9800GX2 will not run it well.
If they used 256MB in textures for that particular demo it would look crap by todays standards and no doubt people would rip into it.
Seriously mate what actual professional/educational experience do you have in this field to be judging people so quickly?
That head demo brought into play a massive amount of shader operations including sub surface scattering and many more. All of which use up a lot of vMem. This demo on the other hand doesn't really seem to look that impressive. I see no sign of any high end shader use.
All we are trying to say is that for something that uses up 512mb of vMem it really doesn't look that great. They should have prioritised higher texture resolutions on the closeup models and sacrificed resolution on the further away models.
It's pretty obvious that you don't actually really know much about the technology in use here so maybe do yourself a favour and read up on it a bit. It's quite fascinating and surprisingly easy enough to get into if you have programming experience and a good visual mind.