DX12 should work on all Kepler an Maxwell chips, just not with all the fancy features, but all the CPU side performance improvements.
Much of the superiority of gm204 is related to its high clocks even with its increased IPC.
Nvidia increased IPC(this I get from Ryan's explanation at ANAND)and increased its clock by 25%(how did they manage this?) and somehow, it didn't increase power consumption.
IPC is about the same as previous gen, clocks were increased by 25% and 32% for the 980 and 970 respectively, using the former as exemple with 2048 EUs you ll get the equivalent of 2048 x 1.25 = 2560 EUs at reference frequency, and with likely better scaling than increasing the EUs count.
Kepler was actually limited by its operand collector, which can only fetch 3 registers per clock. That's OK if you're dual issuing say an add and a store or SFU. Or if you're doing two-argument ALU ops like adds, the collector can amortize the "spare" register and dual issue every other clock keeping all 6 ALUs busy. Kepler's SMX design tries to maximize the chance of dual issue, at the expense of potentially idle ALUs.You have to remember that Kepler's ALUs can only be fully utilized at IPC > 1.5 in the code (4 threads can dual issue, but only 6 ALUs behind it).
http://www.gdm.or.jp/voices/2014/1029/90795Sales strong NVIDIA's new GPU "GeForce GTX 980/970" loading graphics card. Video memory is doubled over the November-December GDDR5 8GB version is scheduled to launch of "GeForce GTX 980", ready each company seems to be going well.
In addition, the appearance scheduled for 2015 Q1 for "GeForce GTX 960" based graphics card. While the moment details undecided, that of the "December there may be a release of the last minute".
An 8GB GTX 980 will make many GPGPU developers very happy!I think that 8gb in gtx980 is useless
I haven't seen a recent game hit even 3GB VRAM utilization even with DSR 2720x1536 or MSAA/SSAA. 4GB seems the ideal amount to pay for with current GPU performance.
I haven't seen a recent game hit even 3GB VRAM utilization even with DSR 2720x1536 or MSAA/SSAA. 4GB seems the ideal amount to pay for with current GPU performance.
It wouldn't be the case if you still need random access to the frame buffer. Which, I think, you still need.Edit: Woops, I was assuming that the new color compression methods improved memory utilization efficiency and not just bandwidth. That wouldn't be the case?
Maybe that's why it stutters so much.I've seen over 6 (before a patch even over 8) Gigabytes of VRAM used in Watch Dogs - Ultra-HD, Ultra-Textures and 8x MSAA.
Edit: Woops, I was assuming that the new color compression methods improved memory utilization efficiency and not just bandwidth. That wouldn't be the case?
What if the uncompressed pixels happen to have the same value as the headers?You don't have to store data in the uncompressed case. The decompressor could look for block compression headers. If they're not there, pass the block on unchanged because it's uncompressed.