Foolish to say 3GB RAM is advantageous if you don't even use it.
You may not use it or need it now. However, it can all change very quickly with the release of a new game.
Now granted, some one like DICE or ID are not going to launch a game tomorrow that renders the 680 useless (and all other 2gb cards for that matter) but sooner or later the way we are heading it will become an issue.
Maybe not now, maybe not even for another two years. But it will.
And the reason it will is very simple.
DX11 is a very heavy hitting API. What I mean by that is it has all of this tessellation stuff and uber detail possibilities. All of this detail and these textures need to be preloaded to render a scene. Now some of it loads into your system memory. However, you want as much of it on the GPU's memory and ready to load as possible.
If you are having trouble understanding what I am pointing to then please compare Dirt 2 or Dirt 3 and benchmark them running DX9 in one set of tests and DX11 in the second set.
Even on Dirt 2 which is pretty much a linear race track the performance hit is
massive.
And, deep down all that is going on in DX11 in Dirt 2 is some mild tessellation on the flags and puddles, and some shading and lighting. Yet it comes at a massive performance hit.
The more tessellation and high res textures used the more vram you need. Now for a moment stop and think about the vram usage levels posted over the past few months since BF3 was released. Hell, not only that but now things like GPUZ come with memory usage monitors. Even Afterburner can now display it on the screen.
So how much vram and how much of a performance hit does a full DX11 game come with? take a look at BF3. There's absolutely no denying it's a gorgeous game. However, sacrifice has clearly been made with that game to make it look like that. Levels are quite small, and cleverly designed to be small without feeling small when you look at them. However, they are quite clearly very small indeed. Especially when you compare one of them to something like the fan bike level in Half Life 2.
So why the step back? why are levels becoming smaller?
Because to use DX11 in full comes at a cost. BF3 is around 16gb installed. NFS : The Run with the patches is closing in on 19gb. RAGE is 20gb. Hidden in RAGE are the uber textures. Crysis 2 with all of the DX11 stuff "patched in" is also absolutely enormous.
So what would happen if we took, let's say, NFS : The Run and applied the graphics it uses to Need For Speed : Underground 2. Or even Need For Speed : Undercover?
They would be around 60gb at least. Not only can you drive around multiple cities without the need for it to stop and load, but you also have tons of cars. Not only that, but you have tons of mods for those cars, all of which need to be loaded into vram in order to present the car or model on the screen.
So right now? that isn't possible. A game that works like either of those just is not possible. It would be around 60gb to install and you would need so much vram that there isn't a card on the market that could run it.
So should we worry about it? well yes. Simply because as developers continue to push technology they need the hardware with which to do it. It could be years before we see games like the ones I describe above, but, it could happen in a year's time.
Do you really think, taking everything I have said into account that 2gb vram would be enough for a game ten times the size of BF3 or NFS : TR ?
That is where we are headed. And it does happen, and it has happened before.
Who here remembers when Far Cry released? How many CDs was it?
five?
If DX11 wasn't so heavy then I would be less worried. But hey, time will tell as it always does. But personally if I were DICE or Black Box I would be sitting down planning out my next game as we speak, and it would be a lot more ambitious than either of the games released on FBII so far.