QUOTE(sleyer @ Nov 16 2013, 01:45 PM)
Get another 4 and make it 5x1 Eyefinity. AMD Radeon™ Discussion V9, Latest - 13.11 Beta 9.5 | WHQL - 13.10
AMD Radeon™ Discussion V9, Latest - 13.11 Beta 9.5 | WHQL - 13.10
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Nov 16 2013, 01:50 PM
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#141
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6,612 posts Joined: Jan 2003 From: Tomorrow |
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Nov 17 2013, 07:28 PM
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#142
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QUOTE(llk @ Nov 17 2013, 05:40 PM) If u want to do massive overlock in future better get Asus, Sapphire card not able to adjust the gpu voltage. Don't play-play with silicone lottery. You'll cry when your card can't even go over +50 on core and yet they said its a cherry picked chip. If i'm not mistaken, R9-280x Toxic is locked @1.26v which is high enough imo. You don't want anything higher than that for 24/7 use if u're not underwater. Not sure if it's the same as my Vapor-X which had locked voltage on BIOS 2 but not BIOS 1. |
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Nov 17 2013, 07:30 PM
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#143
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QUOTE(LK89 @ Nov 17 2013, 07:13 PM) ![]() Maybe they will slap a AIO water cooling on it like the Ares II. |
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Nov 17 2013, 07:47 PM
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#144
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Before i forgot,
To dare devils, flashing a R9-290 to R9-290x is legit. It's like the old days of 6950 to 6970. Go run to the store and buy one now before they fix it. Tested on XFX version only though. Sauce: Success! XFX R9 290 flashed to Asus R9 290X! Btw, i take no responsibility to anyone that blew their card/s because of this. |
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Nov 17 2013, 07:59 PM
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#145
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QUOTE(llk @ Nov 17 2013, 07:49 PM) Yup, and he flashed both of his XFX 290s. Not sure about other brands though, i think it's possible too.QUOTE(sai86 @ Nov 17 2013, 07:51 PM) Indeed, my only problem is the throttling down but don't see anyone complaining about it in this thread yet.This post has been edited by Acid_RuleZz: Nov 17 2013, 07:59 PM |
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Nov 17 2013, 09:17 PM
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#146
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6,612 posts Joined: Jan 2003 From: Tomorrow |
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Nov 17 2013, 11:00 PM
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#147
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Nov 19 2013, 12:46 PM
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#148
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QUOTE(jinaun @ Nov 19 2013, 06:50 AM) Yes its true, but very minor batch can successfully do it. |
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Nov 19 2013, 04:41 PM
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#149
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QUOTE(storm88 @ Nov 19 2013, 04:17 PM) beside of that, you may consider this as well, Gelid ICY VISION REV2. Refer: http://www.hkepc.com/forum/viewthread.php?tid=2017953 ETA this week QUOTE(storm88 @ Nov 19 2013, 04:37 PM) Wow nice, all 290s ref owner should get one. |
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Nov 19 2013, 06:24 PM
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#150
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QUOTE(Enigmatic @ Nov 19 2013, 05:01 PM) While these third party coolers help with core temps, a few users had been reporting higher VRM temps especially on the left top (11 o'clock position) though - Either because the cooler's fan coverage does not properly cool the VRM/the heatsinks for VRM uses thermal tapes/pads instead of thermal adhesive which greatly decreases efficiency. I thought, you'll get RAM and VRM heatsink together with Artic Accelero Extreme 3, MK-26 and Gelid ICY Rev2. Correct me if i'm wrong. Will need to do some experimenting when I get my 290. Hmm. |
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Nov 20 2013, 11:39 AM
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#151
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290x CFX Scaling and overclocking. |
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Nov 22 2013, 08:44 PM
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#152
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QUOTE(aaron_15ryderz @ Nov 22 2013, 08:38 PM) Just done that just now and still getting bsod. Izit something related to my motherboard? You can try download older version and only install HDMI driver.Now i'm installing the whql driver and still getting the same result. Edit : Forcing reinstalling again. |
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Nov 22 2013, 10:57 PM
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#153
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6,612 posts Joined: Jan 2003 From: Tomorrow |
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Nov 22 2013, 11:12 PM
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#154
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Another developer tapping Mantle API.
QUOTE Another game has joined the ranks of Mantle-enabled titles. Earlier today, Rebellion Entertainment announced plans to use AMD's new graphics API in Sniper Elite 3, the latest instalment in its shooter series. The game is due out next year. Rebellion is actually building Mantle support into its homebrewed Asura engine, which powers all of the studio's games—"from advanced PC titles, to mobile and next-generation console games." (Mantle itself is PC-only for now, though.) Rebellion CEO and Creative Director Jason Kingsley said Mantle support will be a "crucial part of [Rebellion's] plans for the next year," so I expect Sniper Elite 3 won't be the last of the studio's titles to harness the API. Last week, we learned that 15 of EA's upcoming games will also support Mantle. That's in addition to Battlefield 4, which will get a Mantle patch next month, as well as Thief and Star Citizen, which hail from other studios and publishers. Sauce: http://techreport.com/news/25682/sniper-el...-amd-mantle-api This post has been edited by Acid_RuleZz: Nov 22 2013, 11:13 PM |
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Nov 23 2013, 11:09 PM
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#155
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"New" drivah!.
QUOTE(Roceh@Guru3D) Just noticed these have been posted: http://www.guru3d.com/files_details/amd_ca...4_download.html Feature Highlights of The AMD Catalyst 13.11 Beta9.4 Driver for Windows
Build Info: DriverVer=11/22/2013, 13.250.18.0000 13.25.18-131122a-165306E-ATI Catalyst: 13.11 CCC: 2013.1122.1036.18947 3D: 9.14.10.01001 OGL: 6.14.10.12614 OCL: 10.0.1348.4 Supported OS: Windows 7 Windows 8 Windows 8.1 Desktop Supported Cards: » Click to show Spoiler - click again to hide... « Mobility Supported Cards:» Click to show Spoiler - click again to hide... « Sauce: http://forums.guru3d.com/showthread.php?t=383879 There's no mention about improvement on lower tier card but i'll use it anyway. |
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Nov 24 2013, 01:44 AM
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#156
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QUOTE(Unseen83 @ Nov 23 2013, 02:45 AM) hello, From my limited knowledge regarding Mantle.THX news is good, another join the Mantle.. but i got Question..? -MANtle API Really improve performance from other API? -i read some post saying AMD giving money to this game developer to join their /support Mantle API ? is this base on true FACT or made up(fake) -what so special with GCN cards that Mantle run better with this type cards..? 1. Mantle significantly reduce the overhead from CPU between each draw calls. Normal DirectX games can have 3k-10k draw calls, but with Mantle it can have 50k-90k draw calls. AMD targeting 100k draw calls with Mantle and 300k by 2015. ![]() 2. Rumour has it AMD give DICE 8 bajillions USD to CO-DEVELOP Mantle and bundled of Battlefield 4 Never Settle Forever. 8m for both of those is pretty cheap i guess. 3. It's special because the new console using the same architecture? |
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Nov 24 2013, 10:58 AM
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#157
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Taken from APU 13 last week.
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Nov 24 2013, 05:23 PM
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#158
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Nov 24 2013, 09:30 PM
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#159
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QUOTE(Unseen83 @ Nov 24 2013, 06:04 PM) I'm not a programmer so i'm going to quote someone from stackoverflow site. QUOTE(Joakim Hårsman) First of all, I'm assuming that with "draw calls", you mean the command that tells the GPU to render a certain set of vertices as triangles with a certain state (shaders, blend state and so on). Draw calls aren't necessarily expensive. In older versions of Direct3D, many calls required a context switch, which was expensive, but this isn't true in newer versions. The main reason to make fewer draw calls is that graphics hardware can transform and render triangles much faster than you can submit them. If you submit few triangles with each call, you will be completely bound by the CPU and the GPU will be mostly idle. The CPU won't be able to feed the GPU fast enough. Making a single draw call with two triangles is cheap, but if you submit too little data with each call, you won't have enough CPU time to submit as much geometry to the GPU as you could have. There are some real costs with making draw calls, it requires setting up a bunch of state (which set of vertices to use, what shader to use and so on), and state changes have a cost both on the hardware side (updating a bunch of registers) and on the driver side (validating and translating your calls that set state). But the main cost of draw calls only apply if each call submits too little data, since this will cause you to be CPU-bound, and stop you from utilizing the hardware fully. Just like Josh said, draw calls can also cause the command buffer to be flushed, but in my experience that usually happens when you call SwapBuffers, not when submitting geometry. Video drivers generally try to buffer as much as they can get away with (several frames sometimes!) to squeeze out as much parallelism from the GPU as possible. So in layman's term, draw calls is how much stuffs you can put on the screen. Open image in new tab for full size. 1. This spinning cube is 1 draw call, i use 1 CPU thread and i get 7138fps. As you can see from GPU-Z, gpu load is quite high in this one. » Click to show Spoiler - click again to hide... « 2. This is 5041 draw calls, 5041 spining cubes on 1 CPU thread. I get 50-ish fps for this one. If you notice, GPU is pretty much idle because it became CPU bound. » Click to show Spoiler - click again to hide... « 3. Since my CPU have 8 threads, i increased the processing thread to 8 and i get 133+ fps on the same draw calls as previous one. » Click to show Spoiler - click again to hide... « 4. Max i can set draw calls with this program is FFFF or 65535 draw calls. I get 13 fps for this one. » Click to show Spoiler - click again to hide... « Game developers constantly need to find a good balance between draw calls and graphic quality to ensure their game is optimized/don't have any loss in performance because of draw calls CPU overhead. So in the nutshell, one of Mantle main objective is to reduce the CPU overhead between each draw calls. Capisce? ![]() This post has been edited by Acid_RuleZz: Nov 25 2013, 02:26 AM |
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Nov 25 2013, 11:46 AM
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#160
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