Caporegime
IMO 32GB is the new 16GB.
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Not with amd x3D tech with the cpusPerhaps we are asking the wrong question here relating to gaming. A better question might be, do I need a total of 32GB of DDR5 RAM to optimize framerates (>60 FPS), and which games would benefit from this in 2022 and perhaps next year?
To get 32GB of RAM, you would generally go with 2x16GB modules anyway, with DDR5.
In this Spiderman performance review, they only used 2x8 DDR4 modules it seems. The game recommends 32GB with RT enabled, but they still seem to be getting minimums of 65FPS or higher, even on 4k Ultra:
Marvel's Spider-Man Remastered PC Performance Analysis
Powered by Insomniac's proprietary engine, it's time now to benchmark Marvel's Spider-Man Remastered and see how it performs on the PC platform.www.dsogaming.com
Maybe the prices of DDR5 6000 MT/s 16GB modules will come down further, then I suppose it could become a mute point...
It's probably the usual rushed unoptimised console port but it still shows why going 8 cores adds a bit of headroom for the future.What's interesting is the load on that 9900K, that looks like around 80% load, on an 8 core 16 thread CPU.
What's interesting is the load on that 9900K, that looks like around 80% load, on an 8 core 16 thread CPU.
Yes a game designed for a 8 core game console is also able to utilise 8 cores on PC, a very big revelation indeed
If you showed me a 12 or 16 core CPU running at 80% load in a game I'd be more wowed, but an 8 core cpu? That's normal
Yes a game designed for a 8 core game console is also able to utilise 8 cores on PC, a very big revelation indeed
If you showed me a 12 or 16 core CPU running at 80% load in a game I'd be more wowed, but an 8 core cpu? That's normal
So a 80% cpu load norm for games really at 8 core … so if that is normal say … what happens if an antivirus in background starts or some background download or something since it’s windows as not console … would there be spikes or dips in fps?
Never really thought about this issue … I’m coming from 4 core 4 thread and ps5 to a zen 4 8 core … should I be reconsidering a 12/16 core ?
Not for gameszen 4 8 core … should I be reconsidering a 12/16 core ?
Well, reviewers with their clean installs actually have been distorting this for ages.So a 80% cpu load norm for games really at 8 core … so if that is normal say … what happens if an antivirus in background starts or some background download or something since it’s windows as not console … would there be spikes or dips in fps?
Never really thought about this issue … I’m coming from 4 core 4 thread and ps5 to a zen 4 8 core … should I be reconsidering a 12/16 core ?
Well, reviewers with their clean installs actually have been distorting this for ages.
Just like most reviewers don't bench multiplayer "because it's not consistent".
However with background task or multiplayer (or both) is precisely when extra cores are required. Also what might run fine on a 16GB machine without background processes might require more RAM when other things are going on.
Hence I try to go one step above what is considered adequate to allow for old installs or other demands on the CPU.Well, reviewers with their clean installs actually have been distorting this for ages.
Just like most reviewers don't bench multiplayer "because it's not consistent".
However with background task or multiplayer (or both) is precisely when extra cores are required. Also what might run fine on a 16GB machine without background processes might require more RAM when other things are going on.
Gosh those planet and terrain textures (although faked) were so much better than now.
That's Daymar, i'm not so sure. I think it looks better now...
I used Daymar for this, i like the warm lighting for ship views, its stuttery because at the time Shadowplay was being problematic, not that Nvidia ever has problems like this, right? Its the video that's stuttering, not the game, what ever was up with Shadowplay was fixed by the next patch.
From space, and tbh all the textures are poor on planet where they tile and repeat because for some reason CIG haven't worked out random and seamless texturing which has been a thing for decades.
Oh the tiling, yes, its because they replaced the distant texture with LOD real-time textures.
Before it was a wrap texture from distance that then transitioned to surface level textures once you got close, they changed it to always showing the ground level textures because using a texture wrap what you see from space was not the same as what you see getting closer, if you use the ground level textures for space too it all matches up but presents a new problem, texture tiling, and yes it can be quite obvious from some views.
They have acknowledged it and are looking at ways of fixing that too.