what are your specs?

View attachment 1569537
Custom built a loong time ago. I haven't found the need to upgrade since I mostly just program and draw these days, but maybe soon. It was good for it's time though, when I would actually game with it.
its honestly not a bad rig, all I'd say it really needs is a SSD as the performance boost would really increase your productivity
 
  • Feels
Reactions: Zodiac
New computer:
8 GB RAM
Intel Xeon E3-1230
NVidia Quadro K620
Windows 10
 
New computer:
8 GB RAM
Intel Xeon E3-1230
NVidia Quadro K620
Windows 10
1599319445695.png

>mfw my gpu is somehow better than yours
 
k620.JPG


I was going to snort and chuckle but then I looked online and saw what they cost. They're at least $15 more expensive than when they were released and some of them are using DDR3 instead of GDDR5.
 
  • Feels
Reactions: DeadwastePrime
Do you think the 1060 GTX can handle the first wave of next-gen games at 1080p?

I'm poor.

At medium+, no doubt, they're not going to lock out the majority of the PC market.
Bad news: If you have the 3GB version then you will have to learn how to hand tune the settings and look towards upgrading.
Good news: Even on pretty low settings modern games look good and that won't change.
 
Also, what's the rest of your spec like?

First Page

At medium+, no doubt, they're not going to lock out the majority of the PC market.
Bad news: If you have the 3GB version then you will have to learn how to hand tune the settings and look towards upgrading.
Good news: Even on pretty low settings modern games look good and that won't change.

6gb version. I think I'm good especially because I only play old shit anyways. But maybe they release a good game next year.
 
Why is VRAM advanding so fast? 6 years ago Nvidia's flagship only had 3GB of VRAM.
 
Why is VRAM advanding so fast? 6 years ago Nvidia's flagship only had 3GB of VRAM.

I had a GTX 970 that had 4 GB (actually 3.5 GB, and 512 megs of slightly slower VRAM for some odd reason). But I see what you mean. I only have 16 GB main RAM and my current card (GTX 1080 Ti) has 11 GB. But the answer to your question is, I'm told, the same reason why games nowadays are so yuge - Greedfall, 35 GB; Doom Eternal 45 GB; Metro Exodus 72 GB; Kingdom Come Deliverance 68 GB; Total Warhammer II 57 GB; Horizon Zero Dawn 72 GB - textures.

An image that's 320*200, 8 bit colour (i.e. VGA) is 64 kilobytes. That's not much. But make it true colour (32 bit colour) and it quadruples in size. Expand it to 1280*800 and its size hexadecuples as well, going from 64 KB to 4 MB. A true colour image in 4K is 31.64 MB.

Then add to that that in a 3D view you might be loading in and displaying tens or even hundreds of different textures on many different objects in view, and the space required explodes.

Unfortunately, data compression algorithms haven't improved in the same way as the space requirements for images.

That being said, I'm told that games like COD have uncompressed audio in their files. Fhat the wuck. FLAC exists, people. Use it.
 
Main PC:
RTX 2070
Ryzen 7 2700
16GB RAM
1TB Hard drive
256GB SSD

Does me good for 3Dshit and rendering, I use my laptop (GTX1050, i5 7300HQ, 8GB RAM) for work, (lighter) 3Dshit on the go and gaming (I don't play games that require higher specs and don't care about maxing out settings)

I wouldn't get a higher spec laptop, personally, they get too hot. That might be because my laptop is kinda old too tho.
 
  • Informative
Reactions: Troon Draugur
I had a GTX 970 that had 4 GB (actually 3.5 GB, and 512 megs of slightly slower VRAM for some odd reason). But I see what you mean. I only have 16 GB main RAM and my current card (GTX 1080 Ti) has 11 GB. But the answer to your question is, I'm told, the same reason why games nowadays are so yuge - Greedfall, 35 GB; Doom Eternal 45 GB; Metro Exodus 72 GB; Kingdom Come Deliverance 68 GB; Total Warhammer II 57 GB; Horizon Zero Dawn 72 GB - textures.

An image that's 320*200, 8 bit colour (i.e. VGA) is 64 kilobytes. That's not much. But make it true colour (32 bit colour) and it quadruples in size. Expand it to 1280*800 and its size hexadecuples as well, going from 64 KB to 4 MB. A true colour image in 4K is 31.64 MB.

Then add to that that in a 3D view you might be loading in and displaying tens or even hundreds of different textures on many different objects in view, and the space required explodes.

Unfortunately, data compression algorithms haven't improved in the same way as the space requirements for images.

That being said, I'm told that games like COD have uncompressed audio in their files. Fhat the wuck. FLAC exists, people. Use it.

The texture compression found in DDS files is pretty nifty, 16 pixels made up of 3x16bit floating point channels stored in 16 bytes is pretty aggressive, that's one byte per pixel. It needs to be decompressed into VRAM so it balloons in space.
Something that takes up space both in VRAM and in the game files are the mipmaps, the same textures in smaller and smaller sizes. They could be generated at runtime to save space but people would groan about load times instead of space.
edit: disregard the above, I was completely wrong. The GPU can generate mipmaps using the DDS files and they're decompressed/streamed as needed. Shows what I know.

Then, even if six gigs of VRAM is occupied it doesn't mean that everything in memory is being used.

Different forms of virtual textures to make every surface unique is a thing that ups the size significantly, that's been around for a while and drive space was what held it back.
 
Last edited:
The texture compression found in DDS files is pretty nifty, 16 pixels made up of 3x16bit floating point channels stored in 16 bytes is pretty aggressive, that's one byte per pixel. It needs to be decompressed into VRAM so it balloons in space.
Something that takes up space both in VRAM and in the game files are the mipmaps, the same textures in smaller and smaller sizes. They could be generated at runtime to save space but people would groan about load times instead of space.
edit: disregard the above, I was completely wrong. The GPU can generate mipmaps using the DDS files and they're decompressed/streamed as needed. Shows what I know.

Then, even if six gigs of VRAM is occupied it doesn't mean that everything in memory is being used.

Different forms of virtual textures to make every surface unique is a thing that ups the size significantly, that's been around for a while and drive space was what held it back.

I do suspect though that developers can afford, in terms of CPU and GPU time, to compress things on disk and decompress on the fly. I know we aren't in the days of floppy disks any more, but just because a user has a 2 TB SSD doesn't mean that your game should take up 2 TB space.

Anyhow, back on topic. I'm waiting for the RTX 3080 to materialise but trying to work out how the shuddering fuck I'm going to be able to insert additional case fans into my wee little Kolink Rocket to stop it from cooking itself. I currently have a GTX 1080 Ti and that uses almost as much power as the 3080 will but my current card is a blower so it fires all the hot air out the back. The fore and aft cooling on the 3080 is only half a blower; the other fan ejects hot air out the sides of the card and into the case.

Might log off and open it up and see if I can try a janky "tape some old Noctua jobbie into the drive tray" type alteration.
 
Back