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please explain to the common non gamer (except RR3 on the iPad) why I would need ECC Ram and Workstation Class CPU to build a gaming machine?


Edit:

As far as i know these are not real time, at least the last one I know for sure.
You wouldn't. I never said this was a gaming machine in that context. It's just a machine that can be used for all sorts of aspects including playing games or developing games on it. As a pure gaming machine its a luxury thats for sure and with Windows Crossfire support it falls behind on compatibility.

As for CAD, and medical analysis where spinning anything in 3D using OpenGL accelerated viewports is huge, switch to DirectX drivers and its Ok for minor scenes but anything heavy and it chokes with Z Depth ordering screwing up, texture corruption etc. (I think DirectX tries to load everything into memory in the viewport whereas OpenGL doesn't) Additionally OpenCL accelerated rendering is also huge.

Maya, 3DSMax, Solidworks, Mudbox, Pro/E etc makes great use of fast OpenGL processing for viewport response.
 
If that's worth 1000$ dollars to you. I think i rather turn some settings down one notch. I mostly play blizzard games anyway, D300 should handle those just fine i think.

Very good point.. what games you play (or what apps you run) are critical to the decision. Possibly putting that $1k in to RAM or SSDs might improve performance a lot more.

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Thanks for clarifying this!

I've just done some OpenCL tests with Luxmark 2.1 and my GTX680 scores only 755.

But on OpenGL my Zotac is much faster thann the D300 or D500: FPS 53.4

And just to make things more confusing, the Adobe apps a lot of folks need are using OpenGL and OpenCL... so.. err... ermm.. hmm....

The Mercury Graphics Engine (MGE) represents features that use video card, or GPU, acceleration. In Photoshop CS6, this new engine delivers near-instant results when editing with key tools such as Liquify, Warp, Lighting Effects and the Oil Paint filter. The new MGE delivers unprecedented responsiveness for a fluid feel as you work.

MGE is new to Photoshop CS6, and uses both the OpenGL and OpenCL frameworks. It does not use the proprietary CUDA framework from nVidia.

http://forums.adobe.com/thread/979969

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I actually created a thread called "Skip the D500?". I thought people should be aware that paying a few hundred more might not get them the gaming performance they want. I am at a crossroads on spending cash for a d300 or getting a d700. I don't think the d500 is an option if you want to game. But 1k more for the d700 is really something seriously steep for a better gaming gpu

Yeah, this does seem to be the decision point, all the gaming/workstation semantics aside..
 
So we've got scores for the D300 and D500 cards for the Heaven Benchmark, extreme preset. We're still short on the D700's score. Could someone with D700 GPU's run this benchmark. Yes, the CPU's have been different, this is by no means a scientific test, just some nerding-out. THANKS! A link to the benchmark is below...

http://unigine.com/products/heaven/download/
My Mid 2010 Mac Pro is doing very well compared to the nMP :D
 

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Ok, what is it in these specs that is making the D500 such a dog for regular tasks?

Is it just the lower clock speeds? If so, is the D700 going to be equally as bad for normal loads?

Or is it the lower clock combined with the lower percision ratings, where the D700 rates much better?

Its a tough one I agree. What makes one graphics card faster than another?

I am no expert on this but my thoughts are this....

You can't judge on Mhz alone. It is a bit of a misconception sometimes as you can have one card with 700Mhz and another with 850Mhz but the 850Mhz is two generations behind on core architecture so is slower for xyz reason. Theoretically speaking.

Gflops are about heavy mathematical processing. In gaming, that has less of an impact than say scientific number crunching.

You then have Streams and Cores (ALU's) which again are number crunching so lets remove them out this test case unless the game uses Physics acceleration, fluid dynamics and shaders that make use of parallel processing. Hmm, No can't ignore this as most modern game engines are really starting to tap into streams/cores.

So that leaves us with ROPS, TMU's and......

Hmm, I just came to the conclusion that to really calculate the difference between all these areas working together is simply by synthetic benchmarking, it gets really complex when you try to calculate it just based on the manufacture stats.

Sorry haha.
 
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