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There was a thread on here years ago for those who hit 4ghz 8 hour prime stable. Quite a few hit this magic number. I ended up swapping mine for a Q9550. 3.8 from it on 1.200v.
IIRC a fair few people were falling short of the magical 3GHz mark! 3.8 on air must have been platinum!
I think an X5650 would Torpedo an 8 Thread Haswell in DX12, thats if you can find a Motherboard for it.![]()
I think an X5650 would Torpedo an 8 Thread Haswell in DX12, thats if you can find a Motherboard for it.![]()
IIRC a fair few people were falling short of the magical 3GHz mark! 3.8 on air must have been platinum!
2x factor at its best more often than not no difference.
IIRC a fair few people were falling short of the magical 3GHz mark! 3.8 on air must have been platinum!
Cores or no X99 is faster in games at the high end. Lashings of extra L2 help, as do various other things. Including the extra cores in some games.
So forget the DX12 argument, because it is rather silly unless you plan on keeping the rig 10 years and just focus on the fact that it's faster for same money.
I used to run a B3 at 3.2 on air. Used to warm the whole room up![]()
You said DX11 is single threaded, which is a false statement. I corrected that statement, the legislation is there to be read in my post. If you meant solely draw calls, no matter how they're implemented add driver overhead deficit. This is why developers and even GPU vendors alike encourage batching of similar calls.
The limitation isn't simply from being thread limited. Effectively you still want as small a number of draw calls as possible. This is equally as important as efficient buffer management, not least of all constant buffer management.
API calls is the spin-sell for DirectX 12, there's a lot more groundwork that developers have been asking for that is equally if not more important than this within it.
Restricting the number of calls by batching is not an optimisation per say. It is a forced necessity for working within the api's limitations.
It's not just the CPU this is applicable to. The more calls, the more driver overhead. As I explained - I'm not impeding the benefit of increased draw call limits
You said DX11 is single threaded, which is a false statement. I corrected that statement, the legislation is there to be read in my post. If you meant solely draw calls, no matter how they're implemented add driver overhead deficit. This is why developers and even GPU vendors alike encourage batching of similar calls.
The limitation isn't simply from being thread limited. Effectively you still want as small a number of draw calls as possible. This is equally as important as efficient buffer management, not least of all constant buffer management.
API calls is the spin-sell for DirectX 12, there's a lot more groundwork that developers have been asking for that is equally if not more important than this within it.
The problem with DX11 is "Draw Calls" its the way the CPU communicates with GPU and this is very important, as it stands DX11 can only communicate through a single CPU thread, for some years now this is not enough, there is so much communication going on between the CPU and GPU that this "single thread" gets choked-up, the result of that is the GPU must wait on the CPU thread to catch-up, in waiting what the GPU is doing is slowing down, the result of that is lower FPS.
This is aside from other things the CPU does in games, like Physics and AI calculations which it can do across multiple threads.
Oh yeah, but with the application now managing memory and state. the driver overhead is near non existent compared to what it currently is.
But the driver overhead is more redundant now when you can send 15 - 20 million calls compared to 600k - 2.0 million.
you can spend less time in driver batching up those 20 odd calls to render an object and instead send them directly to the GPU. which in the end will lower latency further. Or you can make many smaller batches overall if you wanted to try working in a lower call limit for lower end systems.
I didn't use those words at all...
I don't know how you are understanding that ^^^ from what you are accusing me of but they are not the same thing.
Its also obvious that in that context i was talking solely about Calls, firstly talking about GPU communication and going on to say....
Stop chasing me around the thread with this, its ridiculous.
The TRUE was the Corsair H100i of its day, everyone had one.![]()