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Intel Cannonlake, Cascade Lake, Ice Lake, Tiger Lake & Sapphire Rapid thread

For 4k you are limited to 60fps so you won't see any differences between CPUs.

Not quite sure if you mean that in the context of limited options for 4K displays above 60hz or the GPU horsepower/bottleneck - but things like nVidia's FastSync can come into play there even with a 60Hz panel giving reasons for wanting to render as fast as possible.
 
Not quite sure if you mean that in the context of limited options for 4K displays above 60hz or the GPU horsepower/bottleneck - but things like nVidia's FastSync can come into play there even with a 60Hz panel giving reasons for wanting to render as fast as possible.
If you have <60 fps you're surely gpu limited, if you're locked to 60fps swapping cpus won't change your situation as well. How fastsync can make play here?
 
FastSync allows the game to run as fast as possible unlocked framerate but then chooses the frames closest to the V-Sync window to display - so you get no tearing and as low latency as possible - potentially far lower than with V-Sync - in that case you'd want the GPUs running as fast as possible even with a 60Hz display.
 
Don't want to get into irrelevant to the topic discussion but even nVidia reps said it's useless for 60hz panels as you will see tearing. It's worth only on high refresh panels unless you can get double amount of fps...unless something has changed since the release?
 
FastSync allows the game to run as fast as possible unlocked framerate but then chooses the frames closest to the V-Sync window to display - so you get no tearing and as low latency as possible - potentially far lower than with V-Sync - in that case you'd want the GPUs running as fast as possible even with a 60Hz display.
Yes, it's just triple buffering, which OpenGL had years ago. DirectX has never supported it well but some well-built games do support what is essentially triple buffering in DirectX. With Fast Sync it's implemented at a driver level so no need for games to support it manually. AMD really should have something like it but with FreeSync it's not needed so I guess they don't see the point.
 
You can use tripple buffering with most cards. It's a bit of a double edged sword though. Especially at high resolutions.

On my 75Hz (overclocked) UW I find the difference between a game that supports triple buffering + V-Sync and using FastSync quite noticeable - with triple buffering it doesn't feel hugely different to just normal V-Sync where quite often I can feel almost like an elastic band disconnection between my input and the game while with FastSync that feel is massively reduced - except when you end up in very low framerate situations where they at best feel the same and in some cases are stuttery with FastSync.

More often than not FastSync is a god send for me when using monitors other than my main gaming 144Hz G-Sync panel though for some reason it still needs some work at 60Hz - 75Hz rarely ends up with noticeable stutter, etc. while 60Hz in some cases can.
 
I'm talking best case with an Open GL program i.e. old school id games, etc. - anything else either triple buffering feels even worse or just plain does nothing.
 
You was offering fast sync up as a solution to 4K 60Hz gaming. It's not a fitting solution for that problem.

Nope - replied to a comment about 4K being limited to 60fps primarily questioning the context of this 60fps limit they were talking about and potentially offering FastSync as one example of where being able to render above 60fps might be useful even if the poster meant that in the context of most 4K displays being currently limited to 60Hz.
 
And tripple buffering isn't a proper fitting solution to that problem, (if 4K 60hz is a problem) especially at 4K.

It might help but it also might cause problems.
 
New pricing from intel, much anticipated :)

Intel’s 5.0 GHz Core i9-9900KS Ships Next Month, Cascade-Lake X Offering 2x Perf-Per-Dollar

https://www.tomshardware.com/news/i...cade-lake-x-performance-per-dollar,40320.html

intel-new-lineup.png
 
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