Ja, want je snapt dan niet wat daar allemaal staat. Al zet je hem op ultra, hij gaat niet meer textures in streamen. Want er zit maar 1GB in. Heb je meer dan 1GB, gaat hij er meer textures in zetten. Afhankelijk van de aanwezige hoeveelheid geheugen, gaat hij textures en meshes die verder weg staan in het geheugen streamen. Zie ook de video.Madrox schreef op dinsdag 03 januari 2012 @ 22:49:
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O ja, ik snap het perfect. zie de review, ze testen op ultra. Zegt dat niet genoeg dan ?
En blijkbaar heb je de 2e link ook niet goed gelezen:
En lees ook zijn antwoord: http://www.xtremesystems....24&viewfull=1#post4822224 http://www.xtremesystems....01&viewfull=1#post4823301Notes: It is recommended for less experienced users to read about Virtual Memory and have a brief understanding about paging/swapping. Basically for graphics cards it works in a similar way - simulated video memory is a lot slower than dedicated video memory, just the same way as virtual memory is a lot slower than physical memory. There are two categories of "out of video memory":
Case (a): Actual video memory usage is greatly above the capacity of dedicated video memory on the graphics card. In such case, all the contents within the sight of the camera (in from of the player) "fight" for a place in the dedicated video memory but unfortunately swapping happens all the time, causing unplayable average fps obviously below 30.
Case (b): Actual video memory usage is slightly above the capacity of dedicated video memory on the graphics card. In such case, only the contents within the sight of the camera (in front of the player) would be loaded into the dedicated video memory, while the contents outside the sight of the camera (behind the player) would be pushed into the virtual video memory. High fps is still achieved if the player doesn't rotate the camera; however when the player quickly rotates the camera, swapping happens between the dedicated video memory and the virtual video memory, for which the latency and bandwidth of the PCIE communication is bottlenecking, causing temporarily low fps (aka lag, choppy lag, lag spike), which often make up the "min fps" of a benchmark session.
For users who only care about case (a) please ignore this article. For enthusiast users who do care about both case (a) and case (b) then this is the list for you.
Maar goed, madrox moet zijn gram weer halen, want hij kan nooit ongelijk hebben

[ Voor 84% gewijzigd door Verwijderd op 03-01-2012 23:04 ]