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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Black Magic
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from NVidia's website on the 8800 GT series of video cards: NVIDIA® unified architecture: Fully unified shader core dynamically allocates processing power to geometry, vertex, physics, or pixel shading operations, delivering up to 2x the gaming performance of prior generation GPUs. This was big point for me. Most cards have dedicated shaders, dedicated vertex, etc. These series of cards can dynamically allocate what is needed. If at the moment it's doing a massive amount of pixel shading operations it can set it's stream processors to all be shaders. If it's doing a lot of physics calculations it can allocate of them to do physics. With dedicated shaders, vertex, etc. you can get lag because those are the only 'processors' that can do the work for that type. Dynamically allocating is a ![]() Full Microsoft® DirectX® 10 Support: DirectX 10 GPU with full Shader Model 4.0 support delivers unparalleled levels of graphics realism and film-quality effects. This speaks for itself BUT will only apply if you run Vista. Vista has DX 10, Windows XP can not run DX 10. Microsoft didn't even make it for XP or prior OSs (Bad, bad microsoft ![]() Overclocking ability was also something I looked into and the ease with which you can do it. NVidia's drivers include software for letting you OC your card (both core and memory clocks). This was also a ![]() Your power supply is really going to dictate what you can and can't run. Always add up the power requirements of your system to see if your power supply is adequate. I went the easy route, bought a 1KW enermax (1000W) and therefore I shouldn't have to worry about power requirements for awhile. Research your video card, it will recommend a basic power supply wattage necessary or they will give you their power requirement. bus type - PCIexpress x16 will give higher bandwidth (data transfer to and from the video card) and thus theoretically higher performance. The 8800 GTX is a PCIexpress x16 card. Be warned that it's physically the size of two slots though and quite long. Some people have trouble installing them into their cases. ![]() |
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#17 | |
Weps
![]() Join Date: Jan 2006
Location: Buenos Aires, Argentina
Posts: 369
Downloads: 0
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will a nvidia geforce 6600 GT run GWX 2 without exploding and bursting into flames?
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#18 |
Chief of the Boat
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It should work fine, alittle limited in fps whilst in harbours and alongside convoys, but it'll manage.
When I first started off, I had an ATI Radeon 9250 ![]() ![]() ![]() |
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#19 | ||
Silent Hunter
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#20 | |
Silent Hunter
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#21 |
Silent Hunter
![]() Join Date: Jun 2006
Location: Norway
Posts: 4,224
Downloads: 14
Uploads: 0
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The video-ram is not useless, try firing up a fairly recent game in higher resulutions with little video ram. Yeah, thats right ... stuttering.
As for the 640MB`s in the 8800GTS, yeah its useless if you play in 1024x768, but lots of people have huge wide screens now.
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#22 | ||
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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#23 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
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When I take 1600x1200, this equates to roughly 7.5 MB per buffer. For full HD (1920x1080) this would be around 8.2MB. Times 3 (for easy calculation, zbuffers are actually smaller), this would theoretically fit on a 32 MB card just fine. Other data that is stored/cached in gpu memory are (optimized) shader/vertex programs but they are generally quite small. So why 640MB/768MB ram? Well, two things:
Ditto for textures, they eat alot of memory. For example, if you have a convoy of 10 unique ships, and each ship uses a single texture, on high res quality you have 10 textures resulting in roughly 40 MB data (1024x1024x4). (In SH4 there are even 3 textures per ship!) Add to that: the GUI, water, sky, sun/moon, your sub, torpedo's, planes, explosions, smoke, fire, watersplash, particles, bodies, and what not (I can go on) that all use one or more textures. This eats memory! Now, when you swap around periscope/interior or even exterior, move your camera around, if most of this data is available on gpu ram, you'll be having a much smoother game than if it would have to be loaded from your cpu ram. As a side note, I must add that more RAM indeed does not mean a better card. It depends on alot of other things (Racerboy already mentioned a few). But saying a 640MB/768MB is overkill isn't entirely true either. There are many (new/upcoming) games that will push todays latest cards in the next year (and possibly GWX 2 does so too, I can't tell because I don't play/have it), and then everybody will want one and cry overkill at >1GB cards... ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 12-11-07 at 10:52 PM. |
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#24 | |
Ace of the Deep
![]() Join Date: Jul 2006
Location: Deepest Dumbria
Posts: 1,243
Downloads: 2
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Wish people wouldn't keep writing about 8800, Santa doesn't know where I live ![]() ![]() |
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#25 |
Mate
![]() Join Date: Aug 2004
Location: Rio Grande, Brazil
Posts: 57
Downloads: 35
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I use EVGA 8600GTS
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#26 | ||
Ensign
![]() Join Date: Mar 2001
Posts: 224
Downloads: 95
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Of course anyone that could help me would be most welcomed as well. Thanks a lot! ![]() Quote:
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#27 |
Helmsman
![]() Join Date: Aug 2005
Location: Central Florida USA
Posts: 102
Downloads: 16
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Still runs well with my "old" Dell Dimension 8400 (3.4 GHz) , but I did upgrade it to 2 Megs RAM and a newer XFX GeForce 7950 GT 512MB DDR3 HDCP ExTreme.
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