It is, here's a video from AMD illustrating the point (only viewable on mobile):Thanks, good to know and something to bear in mind.
https://youtube.com/shorts/tY1NjiYyuxs?feature=share
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It is, here's a video from AMD illustrating the point (only viewable on mobile):Thanks, good to know and something to bear in mind.
do they get sharper / better looking when you stand still (2-5 seconds)? if thats the case you're simply observing taa blur when camera is moved5800x/3070 Everything at full/1440p, I get average 65-75fps. the only problem with this game is any long distance objects looks **** like you were playing on a ultra low quality.
Pc Games Hardware have done some more in-depth testing showing the impact of HD Textures + Ray Tracing on video memory.
4K + HD Textures + RT On
4K + HD Textures + RT Off
Enabling FSR and things change round interestingly.
For our english-speaking fans: In this video we revisit Vega's High Bandwidth Cache Controller (HBCC) and give it a try with Far Cry 6. It just works, as Nvidia's Jensen would say - the 8+16 GiB Hybrid Memory Segment (HMS) enables the Vega 56 board to display all the HD Texture goodness without streaming blurriness. Well, it stutters - but with higher texture quality than on modern 8 GB cards like the Geforce RTX 3070 (Ti) that's okay.
5800x/3070 Everything at full/1440p, I get average 65-75fps. the only problem with this game is any long distance objects looks **** like you were playing on a ultra low quality.
SO 3080 not having perf. issues but hiddenly downgrades textures to maintain performance consistency?3080 with the HD Texture pack, replacing HQ textures with low quality textures due to insufficient video memory capacity.
More here:
In other news, Vega 56 able to run HD Textures thanks to HBCC Memory Segment.
If you look at the links provided from PcGamesHardware, Computer Base, DSO etc, it can either be low quality textures compared to 12-16GB cards, bad frame times compared to 12-16GB cards, or single digit FPS.SO 3080 not having perf. issues but hiddenly downgrades textures to maintain performance consistency?
okay then, honest to god question, how can ps5 /xbox sx handle the ultra textures then? or is it a lie? or it cant handle it either? will this be explained or observed?If you look at the links provided from PcGamesHardware, Computer Base, DSO etc, it can either be low quality textures compared to 12-16GB cards, bad frame times compared to 12-16GB cards, or single digit FPS.
Far Cry 6 needs more VRAM than the Nvidia RTX 3080 has to load HD textures | PCGamesN
Here's what the game developer had to say about the HD Texture pack.
IF this is the case, then it pretty much points to the way games are going:
AMD are most likely to help make games to maximise vRAM usage.
Nvidia are most likely to help make games to maximise raytracing.
Independent games are most likely to be y'know.... Good.
okay then, honest to god question, how can ps5 /xbox sx handle the ultra textures then? or is it a lie? or it cant handle it either? will this be explained or observed?
correct me if im wrong but the general consensus was that total 16 gb vram on consoles did not mean that it can allocate all of them for vram and it also has to spare some memory for normal memory operations (lol i dont even know what i just said xd)
as far as i know, sx has 10 gb 560 gb/s partition and 6 gb 336 gb/s slower partition. im pretty sure devs wouldnt like vram operations to touch into slower part but you're free to guess.
so why is this happening on 3080 but not on console? if it hpapens i hope those reviewers can also flesh it out.
though console probably have lower settings and resolution.. and may lower vram usage itself...q and no ray tracing. so maybe that can explain. ok, ignore my questions carry on , then again, wish it didnt happen this way
okay then, honest to god question, how can ps5 /xbox sx handle the ultra textures then? or is it a lie? or it cant handle it either? will this be explained or observed?
correct me if im wrong but the general consensus was that total 16 gb vram on consoles did not mean that it can allocate all of them for vram and it also has to spare some memory for normal memory operations (lol i dont even know what i just said xd)
as far as i know, sx has 10 gb 560 gb/s partition and 6 gb 336 gb/s slower partition. im pretty sure devs wouldnt like vram operations to touch into slower part but you're free to guess.
so why is this happening on 3080 but not on console? if it hpapens i hope those reviewers can also flesh it out.
though console probably have lower settings and resolution.. and may lower vram usage itself...q and no ray tracing. so maybe that can explain. ok, ignore my questionso so your comparison does not make any sense to me.
Haha that's Steve from HU so no wonder he had no problem with the 3080. Meanwhile on the Techoowerup review they notice the 3080 can't run everything at 4K.