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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #41  
Old 04-03-2011, 04:57 PM
adonys adonys is offline
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yes, but that doesn't mean they can't have both GPU accessing the whole memory (as the memory is on the same card, the accesing speed should be faster than accessing the other GPU's memory via a SLI link).

is highly improbable, but as none of us really knows the way the hardware of dual GPU works, we can't have a say in this.

that's why I said we need to dig this up.
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  #42  
Old 04-03-2011, 05:40 PM
Porksmuggler Porksmuggler is offline
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Quote:
Originally Posted by adonys View Post
but as none of us really knows the way the hardware of dual GPU works, we can't have a say in this.
Each GPU maintains it's own frame buffer, rendering data is duplicated in each frame buffer. VRAM is not pooled.
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  #43  
Old 04-03-2011, 06:27 PM
nigelmcelwee nigelmcelwee is offline
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Quote:
Originally Posted by jimbop View Post
Apologies - I have just checked and my GPU usage drops from 99% to ~50% in low flight over London, presumably as the CPU struggles to deal with all the buildings. Bring on the patch!
Yeah but the GPU should not be goign at 99 percent the whole time. I have a GTX 580 GPU and it stays pegged at 99 percent the WHOLE time the game is running and it has almost fried my card several times with temps close to 100 degrees celcius.
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  #44  
Old 04-03-2011, 07:44 PM
madrebel madrebel is offline
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Quote:
Originally Posted by louisv View Post
SLI stands for Scan Line Interleaving...
no this is what sli used to stand for. sli now = scalable link interface.
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  #45  
Old 04-03-2011, 08:46 PM
Ataros Ataros is offline
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I can not find any program to monitor vram usage of an ATI card. MSI Afterburner, GPU-Z do not show it for an ATI. Any suggestions?
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  #46  
Old 04-03-2011, 09:02 PM
adonys adonys is offline
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try AIDA64, as the others did in the other thread.
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  #47  
Old 04-03-2011, 09:02 PM
jimbop jimbop is offline
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Quote:
Originally Posted by Ataros View Post
I can not find any program to monitor vram usage of an ATI card. MSI Afterburner, GPU-Z do not show it for an ATI. Any suggestions?
Edit: beaten to it!
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  #48  
Old 04-03-2011, 09:08 PM
madrebel madrebel is offline
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yes it does you just have to setup realtime monitoring.

evga precision and msi afterburner are just different versions of rivatuner.

here is a link
http://www.vgaforum.com/showthread.p...nitoring-Guide

or just google rivatuner monitoring guide and figure it out from there. it isn't terribly difficult.

if you want to get real fancy then you can setup a profile that sets the clocks to default when no 3d apps are running and another profile to apply an overclocked profile when a 3d app is running and have them apply automagically.

*edit* the pics i posted on page 2 show in the upper right hand what real time monitoring looks like. it puts an overlay on the screen when a game is running. you can change that position around too if you like. you can also change the color too.

Last edited by madrebel; 04-03-2011 at 09:13 PM.
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  #49  
Old 04-03-2011, 09:14 PM
Codex Codex is offline
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Quote:
Originally Posted by Buchon View Post
There a lot of confusion in this thread about how SLI/Crossfire work.

SLI/Crossfire cards and systems dont share VRAM between GPUs.
That's not entirely true. It depends on how the developer has set up the buffers in DirectX. While yes they physically don't share memory, but with DirectX you can map the memory to appear as one huge chunk.

http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
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  #50  
Old 04-03-2011, 09:22 PM
madrebel madrebel is offline
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Quote:
Originally Posted by Codex View Post
That's not entirely true. It depends on how the developer has set up the buffers in DirectX. While yes they physically don't share memory, but with DirectX you can map the memory to appear as one huge chunk.

http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
no, you can't. each GPU has X memory. gpu1 can't access gpu2's memory. if GPU2 even wanted to access GPU1's buffer then this would slow down the frame draw process which is why it isn't done.
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