QUOTE(Unseen83 @ Mar 3 2016, 11:56 PM)
acid.. if you girls looking like that pic of your profile i buy you VR...

If that is my girl i probably already sold my gaming rig.
QUOTE(Unseen83 @ Mar 4 2016, 01:04 AM)

so this test get me free VR porn content ? gosh is only reason i want to buy this.... !!
I get 9 when overclocked.

QUOTE(Najmods @ Mar 4 2016, 06:31 AM)
If you read AoTS preview from various tech sites you'll see their DirectX 12 and Asynchronous Shading performance decrease instead of increase as compared to DirectX 11. Nvidia been keeping quiet about it. The thread discussed about perhaps nvidia can't really do it because it lacks hardware scheduler (hence the reason why they could reduce a lot of power with the same 28nm lithography), can't really do parallel works because it was meant to do serial work and rely more on driver updates and CPU power to do it.
That's a lot of bull, It was problematic on the game that uses 4GB of VRAM even back then. It stutter like hell when accessing the last 0.5GB partition. When I buy 4GB 256-bit hardware I expects it to have that, not 3.5GB 224-bit with the last bit crippled. With more and more games eating VRAM good luck for all 970 user.
Furthermore it's either you are blind or what, nGreedia been gimping their Gameworks titles on AMD cards, remember Crysis 2 excessive tessellation on road divider and invisible sea under maps? What about Witcher 3 Hairworks? That doesn't include any other games like PCars and other PhysX games.
Yeah they lack hardware scheduler for DX12 async compute compare unlike GCN. Probably no problem with light load of async compute but will go haywire on moderate or heavy use.
Also their so call software implementation of Async-Compute kinda flaw because it's not really asynchronous since it depend on context switches.
IIRC Nvidia already fixed 3.5GB in most games by locking the slow 0.5GB partition
All these is moot point since all of them will upgrade to Pascal anyway.