Game graphics settings are defined in their respective charts. Longevity: Regardless of popularity, how long can we reasonably expect that a game will go without updates? Updating games can hurt comparative data from past tests, which impacts our ability to cross-compare new data and old, as old data may no longer be comparable post-patch.Popularity: Is it something people actually play?. We will include more Vulkan API testing as more games ship with Vulkan API: We have chosen a select group of DirectX 11 and DirectX 12 API integrations, as these are the most prevalent at this time.Unreal Engine), we can ensure that we are representing a wide sweep of games that just use the built-in engine-level optimizations By choosing one game from each major engine (e.g. Game Engine: Most games run on the same group of popular engines.In order to better optimize our time available and test “smarter” (rather than “more,” which was one of our previous goals), we have selected games based upon the following criteria: Our games selection is a careful one: Time is finite, and having analyzed our previous testing methodologies, we identified shortcomings where we were ultimately wasting time by testing too many games that didn’t provide meaningfully different data from our other tested titles. Most notably, we have overhauled the host test bench and had updated with new games. Testing methodology has completely changed from our last GPU reviews, which were probably for the GTX 1070 Ti series cards. This will help us determine viability of testing later in the content. On this platform, we are toggling between PCIe generations to create limitations on the per-lane throughput, thus enabling visibility to potential limitations within the interface itself. GSkill Trident Z Black 32GB 3600MHz (4 sticks) Often the company that makes the card, but sometimes us (see article) We are using the following components to benchmark PCIe bandwidth limitations: Test Platform – X299 / PCIe Bandwidth Limitation Testing in x8/x8, and so that requires another platform – the 7980XE and X299 DARK that we used to take a top-three world record previously. We have to determine whether an 8086K and Z370 platform will be sufficient for benchmarking with multi-GPU, i.e. Note that we most recently visited the topic of PCIe bandwidth limitations in this post, featuring two Titan Vs, and must again revisit this topic. Today, we're benchmarking the RTX 2080 Ti with NVLink (two-way), including tests for PCIe 3.0 bandwidth limitations when using x16/x8 or x8/x8 vs. It seems that nVidia may be pushing again for multi-GPU, and NVLink could further enable actual performance scaling with 2x RTX 2080 Tis or RTX 2080s ( conclusions notwithstanding ). On the 2080, this still maintains a 50GB/s bus. Come Turing, a renewed interest in creating multiple-purchasers has spurred development effort to coincide with NVLink, a 100GB/s symmetrical interface for the 2080 Ti. Even in press briefings, the company acknowledged waning interest and support in multi-GPU, and so the marketing efforts died entirely with Pascal. Following a heavy push for adoption (that landed flat with developers), the company shunted its own SLI tech with Pascal, where multi-GPU support was cut-down to two devices concurrently. NVidia’s support of its multi-GPU technology has followed a tumultuous course over the years.
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