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Old 03-22-12, 09:48 PM   #97
i SPY's Avatar
Join Date: Apr 2007
Location: You were sayin'
Posts: 290
Default Re: Official GeForce GTX 680 Review and Discussion thread

Yeah that demo looks nice, cant wait to try it out

Originally Posted by Johnny C View Post
680 is a mixed bag. I read through a few reviews and it seems like most of the time it's a little faster..and at a cheaper price it's a good card.....but it's not a game changer. I want cards that are 400 bucks for top end. (amd and nV)

Yeah, if it were ~ 320-350€ i might consider it too, but not for ~490-499€ (that's what over 640$ lol

I checked techpowerup review as the last one and i had a hunch its gonna be like that. Its only 16% faster then 580 GTX, Ok it can be little more here and there.. But that made me think for a bit, exactly that's nothing special for next-gen "high-end", same goes for AMD 79x0..
I payed 320€ for mine, ok 250€ -tax (got a good deal) and now to pay 2x more just to have ~15-20% better perf. VS this 570 at 900mhz OC? -_- Im at lower non HD reso anyway..

The only thing that made me itch was BF3, but imo that's to be expected. They knew its top sheit and made some tweaks especially for that (Fillrate, FP16 +aa) lol no doubt about that.
But then to have lousy openCL perf. in other stuff and overall "similar cuda mix" like GF114 is a bit lame tradeoff. Yeah they had to make that approach to eliminate no hotclock freq.. but only 8 polymorph 2.0 tessellation engines? at least the same 16 would be nice, esp. for that "high-end" price.

Anyway this looks cool, but its not available in directX API yet..

Prior to Kepler, for the GPU to reference a texture, it had to be assigned a “slot” in a fixed-size binding table. The number of slots in that table ultimately limits how many unique textures a shader can read from at run time. Ultimately, a shader was limited to access of just 128 simultaneous textures in Fermi (which aligned with the API limits of DX11).

With bindless textures in Kepler, this additional step isn’t necessary: the shader can reference textures directly in memory, making binding tables obsolete. This effectively eliminates any limits on the number of unique textures that can be used to render a scene: over 1 million unique textures are possible.
Besides dramatically increasing the number of available textures, another added benefit of bindless textures is reduced CPU utilization:

At this time, bindless textures is only exposed in OpenGL. But in the future it’s possible this could be exposed in DirectX via NVAPI, or future versions of DirectX.

//from whitepaper
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