But at that OC it was perfectly stable for over 6 years. Dropping the memory to 7916 from 7996, keeping the boost, but setting 114 power limit with 0mv added hit a sweet spot. Instead of using "Trilinear optimization," just set "Texture filtering - Quality" to "High quality" or "High performance," depending on how powerful your system is. Put together, total instability which started at 111-113 power limit and anything above 115. If you're suffering performance impact because of anisotropic filtering, you could try turning on "Anisotropic sample optimisation." "Negative LOD bias" is only really useful for OpenGL games and doesn't offer anything that anisotropic filtering doesn't do better. Texture filtering: related to anisotropic filtering, texture filtering broadly improves the appearance of flat textures during gaming. It doesn't use a lot of hard drive space and can have a positive impact on your game. Shader Cache: stores crucial shader files for games on your hard drive, potentially improving performance and reducing load times. This is louder and more strenuous on the GPU. For instance, paper 10 looks into finding an optimal GPU configuration in. "Maximum performance" keeps GPU running at a higher power. We show that it is possible to obtain visible savings in energy consumption. "Adaptive" lowers and raises GPU clocking depending on game. ![]() Power management mode: "Optimal Power" conserves frame rendering/GPU load when PC is idle. If the game is compatible with MFAA, you basically get a free anti-aliasing boost. To the best of our knowledge, no prior study has. ![]() Multi-Frame Sampled AA: increases anti-aliasing without performance drops. under power limits, it is unclear what the optimal power capping levels and scales are for HPC workflows.
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