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So the good news is, my PC works again now.
The bad news is I have no 3D acceleration and I'm limited to VGA video
modes.
Time to buy a new graphics card... :-(
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On 22/12/2013 16:35, Orchid Win7 v1 wrote:
> So the good news is, my PC works again now.
>
I wondered where you'd got to.
> The bad news is I have no 3D acceleration and I'm limited to VGA video
> modes.
>
> Time to buy a new graphics card... :-(
I've just run one of my machines in VGA mode; OMG, what a difference.
Hope it's all fixed before Xmas.
John
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> I've just run one of my machines in VGA mode; OMG, what a difference.
I especially enjoy how my monitor correctly displays the image, but
utterly fails to compensate for the radically different aspect ratio...
> Hope it's all fixed before Xmas.
Are you kidding me? Chances of stuff getting delivered before Christmas
are almost zero now, I would think...
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On Sun, 22 Dec 2013 20:13:44 +0000, Orchid Win7 v1 wrote:
>> I've just run one of my machines in VGA mode; OMG, what a difference.
>
> I especially enjoy how my monitor correctly displays the image, but
> utterly fails to compensate for the radically different aspect ratio...
>
>> Hope it's all fixed before Xmas.
>
> Are you kidding me? Chances of stuff getting delivered before Christmas
> are almost zero now, I would think...
Depends on when you ordered it, and how much you paid for shipping. If
you buy something with next day guaranteed delivery, it should get there
- and if it doesn't, then someone owes you money. :)
Jim
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> So the good news is, my PC works again now.
>
> The bad news is I have no 3D acceleration and I'm limited to VGA video
> modes.
You should be able to at least run the new Windows 8 UI then :-)
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On 23/12/2013 11:33 AM, scott wrote:
>> So the good news is, my PC works again now.
>>
>> The bad news is I have no 3D acceleration and I'm limited to VGA video
>> modes.
>
> You should be able to at least run the new Windows 8 UI then :-)
GAAAH! IT BURNS!!
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On 22/12/2013 04:35 PM, Orchid Win7 v1 wrote:
> Time to buy a new graphics card... :-(
...of course, the thing about buying a graphics card is, how much do you
want to spend?
the same thing as I had before. But with slightly more RAM.
What exactly is the significance of the amount of on-board RAM? I
realise it's used for holding texture data, but what happens if the data
doesn't all fit? Does the program just point-blank refuse to work, or
does it merely cause a reduction in performance?
For slightly less than 2x the price, I can get somewhat more than 2x the
So, 87% more expensive, 125% faster.
yet, it produces 2,200 GFLOPS (and has twice the RAM).
Decisions, decisions...
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Orchid Win7 v1 <voi### [at] devnull> wrote:
> yet, it produces 2,200 GFLOPS (and has twice the RAM).
It's not the size that matters. It's how you use it.
--
- Warp
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> What exactly is the significance of the amount of on-board RAM? I
> realise it's used for holding texture data, but what happens if the data
> doesn't all fit? Does the program just point-blank refuse to work, or
> does it merely cause a reduction in performance?
> For slightly less than 2x the price, I can get somewhat more than 2x the
> So, 87% more expensive, 125% faster.
Do you want GFLOPS or FPS? You can use those performance charts like
GPUmark and also look at framerates in common games if that's what
you're going to be using the GPU for.
FWIW when I built my machine earlier this year I chose the GTX 650 (I
ok, but I'm not one for playing lots of cutting-edge games, FarCry3 is
probably the latest one I have that is heavy on graphics - that runs
fine at max detail. I'm waiting for GTA5 to come out for the PC in
March, hopefully that will handle it ok.
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> What exactly is the significance of the amount of on-board RAM? I
> realise it's used for holding texture data, but what happens if the data
> doesn't all fit? Does the program just point-blank refuse to work, or
> does it merely cause a reduction in performance?
If the data doesn't all fit, the GPU will simply overwrite the RAM that
hasn't been used for the longest and carry on (a bit like a circular
buffer). This is not an ideal situation if you are trying to use 600MB
of textures per frame on a card with 512MB RAM, because obviously every
single frame you'll be transferring texture data between system RAM and
video RAM (which is relatively slow).
Needless to say games are written to avoid this situation, they will
select which size textures or compression to use based on the amount of
video RAM you have. There is probably a minimum amount that below which
the game will refuse to run, but the GPU won't actually error out if you
try and load too many textures.
Or there are more complex algorithms, like keeping some "core" low res
textures for everything in VRAM all the time, then only swapping in the
high res versions for things near you in the world. If you can only move
around the world at a certain speed then you can plan to pre-load the
high res textures seamlessly.
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