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R9 290X Owners Thread

Count me in!!!

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Shame I'm away this weekend :(
 
I'm thinking of getting another one of these and watercooling my system, what kind of psu am i going to need to have, at the minute I have a BeQuiet dark power pro p10 850w do you guy reckon that would be enough?
 
Hi Guys

I have got my R9 290x my god it is heavy :) I was wondering a few things my GPU-z is not showing the correct info is that because it needs to be updated to work with the new card ? Also in the heaven bench my temps are about a billion is this the same problem it just cant communicate with the card correctly yet ?

Any help would be great just to put my mind at rest :)
 
Presuming GPU-Z is looking in the right place, it probably needs MS to release some patch - it might be included in Win8.1 - which you are entitled to for free. I'll have to look at mine when I install my Asus tonight.
 
Ok a little Heaven 4.0 run on my 4770k @4.4 i got 1354 @ stock with the forum settings i will play round a little more untill i am happy. Also getting a little high pitched noise coming from the card when i quit the Heaven program its weird.

not sure if any of that is of interest to anyone but thougth i would share :)
 
Ok a little Heaven 4.0 run on my 4770k @4.4 i got 1354 @ stock with the forum settings i will play round a little more untill i am happy. Also getting a little high pitched noise coming from the card when i quit the Heaven program its weird.

not sure if any of that is of interest to anyone but thougth i would share :)

Sounds like coil whine - I get it on the Heaven exit screen too on one of my cards. As long as you only get it on screens or menus it's nothing to worry about really, and it might go away completely after a while.

edit: seems everyone's getting it :)
 
Thanks! I look forward to your response.

Seems to need 8.1 - its exclusive (for now probably) to 8.1/Xbone - go to the MS store and download the 8.1 update. GPU-Z probably still needs some work to read the right values though for the other things which look wrong (0MB RAM).

DirectX 11.2 Revealed – Available Only On Windows 8.1 & Xbox One
Posted on June 28, 2013 by John Papadopoulos

Well, we all saw that coming. In an attempt to promote its latest OS, Microsoft has officially revealed the new version of its DX API. And as you may have guessed, it is coming exclusively on Windows 8.1 and Xbox One. DirectX 11.2 was presented at its Build Conference, and you can find the keynotes video below. Perhaps the best feature of DX11.2, Tiled Resources, is demoed at around the first one hour mark. With Tiled Resources, Direct3D 11.2 introduces support for hardware virtual resources, allowing the creation of massive textures using minimal memory, and permitting improved bandwidth efficiency. Let’s see now how PC gamers and developers will respond to Microsoft’s move, and whether the former will be forced to upgrade their systems – yet again – for this DX exclusivity!

NeoGAF’s member ‘LukasTaves‘ shared the five key features of DirectX 11.2:

- Hardware overlay support (Similar to Durango’s display panes, allows the developer to render the 3d graphics of the app at lower than native resolution, while keeping 2d ui at native res composing the final frame at a native resolution). Developers can also target a framerate and let the gpu dynamically scales the 3d graphics to try to meet that criteria (basically dynamic resolution changing is now fully supported by the api)

- HSL shader linking. W8.1 store apps can compile shaders in runtime, so the behavior of the shaders can be dynamic. However compiling is slow, so this feature allows you to pre-compile shaders at build time and link them at runtime, this way you can create new dynamic shaders without the performance hit. Dynamics shaders could be used for instance for a game to test the performance of the device it’s going to run and modify to a simpler or a more complex version of the shader to maintain the best visual quality while maintaining the target framerate. It’s also useful for building shader library dlls that can be shared among different projects and each app decides how to build their shaders from this library.

- Mappeable gpu buffers. This is great for compute scenarios with collaboration of the cpu and gpu. They provide api support for the cpu directly access the gpu memory without needing to copy the buffer back and forth. For 11.2 it’s going to be onlye for compute so it’s only buffers, not graphical objects.

- Low latency present API. Basically api support for the system to tell the app when it’s the best time to start rendering and showing the content on screen, to allow the shortest latency possible. By using this api they were able to reduce latency from 3 frames (at 60fps) to less than 1.

- Tiled Resources which is api support for hardware accelerated virtual texturing. It’s basically hardware support for mega texturing.
 
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