cytg111
Lifer
- Mar 17, 2008
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Then do you want to explain why Rise of the Tomb Raider doesn't kill the Fury when using 5+ GB of RAM?
http://www.hardocp.com/article/2016/02/29/rise_tomb_raider_graphics_features_performance/13
It scaled even better than the 12 GB Titan X, even though obviously both were unplayable frame rates, the 4GB HBM wasn't holding it back even though 50% of it was in system RAM on Fury X vs dedicated on Titan X (7.8-9.4GB dedicated Titan X vs 4 dedicated + 2.5 -3.8 dynamic Fury X)
http://forums.anandtech.com/showpost.php?p=38134606&postcount=328
And that's part of the confusion. You see with DX11 games, memory management can be tuned via the software driver. AMD hired two engineers to tackle this with their Fiji lineup. Here's what they're able to do:
In instances where a game requires more than 4GB VRAM...
- Dynamic Memory is used (system memory) in order to store data that is not required for a given frame.
- Data that is required for a frame is stored in the HBM framebuffer. So you're always pulling data from HBM and not system memory even if you go over 4GB. That means no slow downs.
- Replicated data is removed as well because a lot of games replicate textures out of laziness.
- The PCIe bus is used to transfer data back and forth from system memory (dynamic memory) and the HBM framebuffer.
End result is that even if you spill into system memory, performance doesn't tank.
Point being, putting dedicated effort into optimizing one title for one card, surprisingly amazing things can be done. It is muddy waters, hard to measure apples to apples.
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