8800GT 256/512/1024mb review

Cookie Monster

Diamond Member
May 7, 2005
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Link

Final thought

From the 279 test item data, it is easy to find out 512MB version 8800GT is recommended. It fully unleash the power of the G92. In all these items 512MB version lead 256MB about 76.22%.

Compare 1024MB and 512MB, it is actually no gap between them if we ignore some sick games like PT Boats. You may notice there is average 10.47% boost in our test. But without PT Boat it only lead 5.5%.

So the game engine is the most important thing. It seems nowadays mainstream is 512MB. If you love those sick games you can choose 1024MB version but if you only want to play mainstream game, 512MB version is your best choice.

Some rumors said NVIDIA will optimize the usage of graphic memory in the new ForceWare. When the driver comes out, it may benefit those 256MB 8800GT users. But for now, 512MB 8800GT is the best 8800GT among all these versions.

End of the framebuffer case?

I think so.
 
Dec 30, 2004
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Never an end...

The artists will get excited with the 512MB and decide to make something that plays ok with that kind of mem. Then the next set of developers will decide they want to push the envelope and will do something that needs 1GB of Vram. There will be extra "developers cut" videos about all the work they put into the game and how exciting all the stuff that they can do with this extra memory is, and then we will have to upgrade, and with 1GB people will decide that the framebuffer wars are over, and someone else like you will post something like you just did, and someone like me will post something like I just did, ad infinitum.
 

Cookie Monster

Diamond Member
May 7, 2005
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Originally posted by: angry hampster
Thanks for this thread. I've been curious of that ever since I bought my BFG earlier this month. That gainward is a gorgeous card.

Yeah, agreed similiar to the 7900GTX cooler. Wish it was 4 heat pipe design though, instead of two.
 

apoppin

Lifer
Mar 9, 2000
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Did you notice that they tested on Vista 32-bit?

according to *some* all the results would be invalid unless a 64-bit OS is used


anyway it is very worthwhile info
 

Tempered81

Diamond Member
Jan 29, 2007
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yeah 1024mb of memory and most of the time 768 as well, heck maybe even 640mb; its all just too much for the raw power of today's gpus. It does come in handy in PT boats, & crysis when you play at gigantic widescreen resolutions with 8xaa & 16xaf.

but even then, why opt to buy a 1gb video card for that resolution when your going to get 18 fps and in that resolution a 512mb card will give you 10 to 12 fps? You're still going to end up lowering the resolution down to a playable framerate like 30 to 50, and by the time you do that, the 512 and 1024mb cards will perform the same because frame buffer is no longer an issue.


Very important in today's games is the argument over 256mb vs. 512mb. This issue is what really matters - not like back during the release of DOOM3 when everyone was talking about "absolutely having to have 512mb for ultra quality textures".
1gb of Vram will be sweet when the gpu fillrate catches up, but for right now it is impractical.
 
Dec 30, 2004
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It appears, my previous post was uninformed, and I'm confused about the function of memsize with framebuffer and the in game data.

As games and models in the games get more complex, would more memory not be required? I'm confused.
 

zero2dash

Member
Jul 28, 2007
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THANK YOU FOR POSTING THIS LINK
I've been wondering if I should even bother with 256 meg cards (either the 3850 or the 8800GT) @ 1680x1050; now I know that I shouldn't.
 

BFG10K

Lifer
Aug 14, 2000
22,709
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End of the framebuffer case?
Far from it as games will continue to push the envelope.

Also 1 GB had some substantial leads over 512 MB in that article like in Crysis, which we know eats 512 MB cards alive when running AA.
 

angry hampster

Diamond Member
Dec 15, 2007
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Originally posted by: BFG10K

Far from it as games will continue to push the envelope.

Also 1 GB had some substantial leads over 512 MB in that article like in Crysis, which we know eats 512 MB cards alive when running AA.

Yeah.. I'm looking forward to better drivers/software patches for SLI support in Crysis. I didn't buy an SLI board for nothin, Dammit!
 

zeroburrito

Member
Dec 5, 2007
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for people that never use aa the 256 would be the best to get, even in higher resolutions. the 256mb is also underclocked so the dip in performance should account for it.
 

MTDEW

Diamond Member
Oct 31, 1999
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Nice link.
Been wondering how those benches would turn out since i saw the first 1024mb 8800GT card.
Man that Gainward is nice though, i'll bet it overclcoks well with that cooler.
 

Cheex

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Jul 18, 2006
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Let me ask a question right now to clear up a few misconceptions people reading this thread might have.


Is it correct to say that VRAM is only used for holding textures and other graphical information pertaining to the game, and RAM is used for everything else (loading levels, more objects on screen, heavy scenes, etc)...??????
 

Tempered81

Diamond Member
Jan 29, 2007
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Originally posted by: Cheex
Let me ask a question right now to clear up a few misconceptions people reading this thread might have.


Is it correct to say that VRAM is only used for holding textures and other graphical information pertaining to the game, and RAM is used for everything else (loading levels, more objects on screen, heavy scenes, etc)...??????

I'd say thats correct.
 

apoppin

Lifer
Mar 9, 2000
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alienbabeltech.com
Originally posted by: Cheex
Let me ask a question right now to clear up a few misconceptions people reading this thread might have.


Is it correct to say that VRAM is only used for holding textures and other graphical information pertaining to the game, and RAM is used for everything else (loading levels, more objects on screen, heavy scenes, etc)...??????

we need to get to the basics again ... but pretty much, it works that way in a pretty complex interaction with the CPU/MB/RAM:

http://en.wikipedia.org/wiki/Graphics_card

http://en.wikipedia.org/wiki/Graphics_processing_unit
Modern GPUs use most of their transistors to do calculations related to 3D computer graphics. They were initially used to accelerate the memory-intensive work of texture mapping and rendering polygons, later adding units to accelerate geometric calculations such as translating vertices into different coordinate systems. Recent developments in GPUs include support for programmable shaders which can manipulate vertices and textures with many of the same operations supported by CPUs, oversampling and interpolation techniques to reduce aliasing, and very high-precision color spaces. Because most of these computations involve matrix and vector operations, engineers and scientists have increasingly studied the use of GPUs for non-graphical calculations.

In addition to the 3D hardware, today's GPUs include basic 2D acceleration and frame buffer capabilities (usually with a VGA compatibility mode). In addition, most GPUs made since 1995 support the YUV color space and hardware overlays (important for digital video playback), and many GPUs made since 2000 support MPEG primitives such as motion compensation and iDCT. Recent graphics cards even decode high-definition video on the card, taking some load off the central processing unit.

on to the frame buffer in its most basic description:

<a target=_blank class=ftalternatingbarlinklarge href="https://wiki.ubuntu.com/FrameBuffer"><a target=_blank class=ftalternatingbarlinklarge href="https://wiki.ubuntu.com/FrameBuffer">https://wiki.ubuntu.com/FrameBuffer</a></a>
Definitions

Frame: In this case it is the surface of the screen or window. (Yes I know. In a normal world a frame is supposed to surround a window)

Buffer: A section of RAM reserved for temporary storage of data waiting to be directed to a device.

Quick/Dirty overview

The frame buffer is a "man in the middle" between the graphic operations and the video output. It can use the video cards own framebuffer memory or map directly to the CPU memory to manipulate graphics. The size of the assigned memory will determine the maximum resolution and colour depth. ...

 

Munky

Diamond Member
Feb 5, 2005
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Nice post. I had a *hunch* that 256mb vmem may become a crippling factor once AA is enabled (ala 8800gts 320mb), and now that seems to be confirmed.
 
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