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20-10-2020, 11:51 | #26361 |
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Iscritto dal: Mar 2007
Messaggi: 20889
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Il liquido sulle top di gamma è sempre un best. Metti il bios mod e la clocki come vuoi. L'unico modo vero per apprezzare al massimo una 2080ti.
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20-10-2020, 11:57 | #26362 |
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E impostando la curva qual è il limite di vcore che dovrei settare? Finora mi sono spinto a max 1.000.
P.S. Conviene cambiare bios per la mia msi 2080 super ventus oc? Ora ne "monta" uno da max 250w. Grazie a tutti per il supporto
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22-10-2020, 19:18 | #26364 |
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Iscritto dal: Jun 2005
Città: Firenze
Messaggi: 12547
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Ma per tenere 1,093v fissi senza avere tagli per power limit, giochi a 1080p a 60hz? Perché altrimenti è impossibile non avere tagli.
Inviato dal mio LYA-L09 utilizzando Tapatalk
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22-10-2020, 22:40 | #26365 |
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Iscritto dal: Oct 2005
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Sto max sui 52 gradi, mi taglia da 2130Mhz a 2100Mhz, gioco a 4k con dsr factor e frame lockato a 30fps (lo so è una bestemmia ma uso il raytracing via reshade)
Cmq non mi taglia più di 2100Mhz in qualsiasi condizione |
23-10-2020, 08:46 | #26366 |
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Iscritto dal: Oct 2005
Messaggi: 37692
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Io ho trovato il mio equilibrio, per ora: parte sui 2045, in game (anche il famigerato mafia DE) scende max a 1950 non superando i 70° (ho lasciato le mem a default per non pesare sul tgp complessivo e poi perchè ho visto che non porta chissà che benefici)
penso che il chip, per una volta che ho sempre beccato asic disastrosi, sia buono e con flash bios da avere un PL più alto e qualche accorgimento potrei tenerlo sempre sopra i 2ghz ma, a parte la soddisfazione che cosa guadagnerei, 2fps? Per ora non sento la necessità e sono contento così visto che maxando tutto, anche i settaggi inutili e succhiarisorse, a 1440p 21:9 rulla che è un piacere
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23-10-2020, 09:00 | #26367 |
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Iscritto dal: Jun 2005
Città: Firenze
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riuscire a stare sopra i 2000 costanti, ad esempio un 2050, senza tagli, alla fine potrebbe portarti oltre i 2fps di vantaggio, almeno da quanto visto con la mia, ma ho anche le ram in oc. alla fine tutto fa brodo.
sicuramente qualcosa perdi per via della cpu. e te lo dico da possessore di 2080ti, che è passata da 5960x@4ghz a 9900k@5ghz a 3900x (e tra poco su 10900k@boh vedremo). nonostante io giochi in 4k, ogni cpu mi ha mostrato alcune differenze visibili nei giochi. alcuni 0 differenze, altri a favore di una rispetto ad un altra. chi meglio nei minimi, chi nei massimi. sicuramente scendendo di risoluzione la tua cpu inizia a farsi sentire.
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23-10-2020, 09:04 | #26368 | |
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Quote:
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23-10-2020, 09:12 | #26369 | |
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Città: Catania
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Quote:
Io su msi ab ho due profili pre-impostati e come consigliato in questo topic, in base al gioco, tramite i tasti scorciatoie switcho per vedere in real time che differenza ho con L o.c. In termini di fps. Per fare un esempio con red 2 in 2k con la mia gpu in un punto fisso in base al settaggio ottenevo questi 2 risultati: 0.950 1980mhz - mem video standard 55fps 1.060 2070mhz - mem video +800 61fps Non so quanto possano essere in percentuale, ma penso che L o.c. Tu possa aiutare in quelle situazioni quando si hanno pochi fps
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23-10-2020, 10:09 | #26370 | |
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Quote:
Perché 1.060v ad aria non sono pochi vah Partendo da 1980@0.950v si stabilizza a? E con Che temperatura? Il profilo da 2070 a mio avviso è troppo tirato rispetto ai 7fps di guadagno provato con questo profilo a tenere le ram a default? Secondo me resti pochissimi sopra i 55fps |
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23-10-2020, 10:45 | #26371 | |
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Iscritto dal: Apr 2008
Città: Catania
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[Thread Ufficiale] nVidia Turing RTX 2080/2080ti
Quote:
Certamente. Ad aria è impossibile ottenere quelle frequenze.. Raggiungo max 42-43 gradi con oc. Ho sempre il primo taglio immediato di 20mhz, che nemmeno lo noti, perché appena avvi il gioco e passi i 30 gradi avviene immediato. Di conseguenza passo dai 2090 impostati a 2070 senza mai scendere.. Se passo i 46 gradi dovrei avere il secondo taglio di 20mhz, ma sinceramente, a parte in estate con 28 gradi in stanza mai superati. Stessa cosa succede con il profilo da 0.950 Ma li non supero mai i 40 gradi 7fps con pochi fps non sono da sottovalutare specialmente in quei giochi dove scendendo sotto i 60 fps li noti. Le vram in oc dovrebbero incidere sui 2 fps. Non più Su altri giochi dove si sviluppano molti più fps, tipo rainbow six da 140 ne ottengo una 20-25 in più
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GPU rtx 4080s fe CPU intel 14700kf MB rog strix z690f RAM 32gb corsair dominator 6600 cl32 AIO corsair iCUE H150i elite capellix PSU corsair hx850i M2 Samsung 990pro 1tb SSD crucial 2tb CASE Asus tuf gt502 MONITOR Alienware aw3225qf PERIFERICHE Rog falchion - rog chakram x - corsair m700rgb - hyperx cloud alpha Ultima modifica di razor820 : 23-10-2020 alle 10:47. |
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24-10-2020, 10:23 | #26372 |
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Iscritto dal: Dec 2009
Messaggi: 1811
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ragazzi un vostro parere: ho una zotac 2080 amp raffreddata con kraken x53
vale la pena cambiargli bios per aumentare PL e magari ottenere qualcosa di meglio come frequenze oppure no? e se si, quale bios mi consigliate? |
26-10-2020, 10:59 | #26373 |
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Città: Prov. Milano
Messaggi: 45760
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Uscito nuovo reshade 4.8.0.
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26-10-2020, 17:31 | #26374 |
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Update ddiddio questo, adesso c'è il supporto diretto a shader compute che permetterà nuove manipolazioni e più precise e minor imoatto sulle performance, per me è il Nirvana
Changelog 4.8.0: Added compute shader support to ReShade FX shader language, supported in D3D11, D3D12, OpenGL and Vulkan. Added option to not clear alpha channel of screenshots Added option to include preset name in screenshot file name Added JPEG as a screenshot format option Added option to duplicate current preset when creating a new one Added option to only load enabled effects Added performance mode toggle keyboard shortcut Added global option to force fullscreen mode in D3D Added support for global config file to change base and module load path (instead of having to rely on environment variables). Added position of separator between technique and variable list in UI to config (so it is persistent between runs) Added technique context menu button to open containing folder in Windows explorer Added category context menu button to reset all variables in that category to their default values Added separate code viewer window, so one can view generated code and edit a shader simultaneously Added editor support for "Shift + Tab" to remove line indentation without selection Added editor support for paste on new line Added visual indicator to text editor title when open document is unsaved Added message to home tab when a texture failed to load Added yellow highlight to items in the technique list where the underlying effect compiled with warnings and added those warnings to the tooltip Added effect parser error when encountering multi-dimensional array Added effect parser error when using sRGB sampling on back buffer but back buffer format is not RGBA8 Added effect parser error when static variable initializer is not a literal expression. This is a breaking change for some effects! But necessary since ReShade FX now properly supports the "static" keyword when it had no effect before. Added effect parser warning when specifying negative value for texture property Added "tex2Dsize" intrinsic overload which takes a storage object (for compute shaders) Added "barrier", "memoryBarrier" and "groupMemoryBarrier" intrinsics for use in compute shaders Added atomic intrinsics "atomicAdd", "atomicAnd", "atomicOr", "atomicXor", "atomicMin", "atomicMax", "atomicExchange" and "atomicCompareExchange" Added support for "SV_IsFrontFace" semantic to GLSL/SPIR-V code generation Added support for "min16int", "min16uint" and "min16float" scalar and vector types Added "mousewheel" source for uniform variables to use mouse wheel input Added "overlay_active" and "overlay_hovered" source to uniform variables, which hold the index (from the top in the effect file) of the UI widget the user is currently entering a value in or hovering in the UI Added more verbose logging in case of D3D10/11 resource creation failures Added pass names for passes writing to a texture on the statistics page Added device and driver information to UI in OpenGL Added support for comma character in INI elements Added path text box to app selection in setup tool Added different sort modes to app selection in setup tool Added button to add custom effect package to setup tool Added option to skip individual effect selection using three state checkboxes to setup tool Added setup tool archive validation when opening it Added standard Epic Games Launcher install location to setup tool search paths Added heuristic to setup tool that chooses the depth reversed setting based on the year a game came out Added error to setup tool when installing to an application that already has ReShade installed via a different render API Added notice on how to uninstall to final setup tool screen Added signature to setup tool Improved file and directory selection dialogs (including the preset selection) and added icons Improved format of variable names in generated GLSL code for better readability Improved effect parser error recovery for errors inside struct definitions Improved speed of setup tool application detection Changed INI option names for a cleaner look! The setup tool will update them when installing over an existing config, but be aware of this when doing a manual update, since some of your settings may get lost. Changed preset path option to save as a relative path to the ReShade DLL if preset is in the same or a subdirectory Changed "tex2Dfetch" intrinsic to accept coordinates without a mipmap level and added seprate overload which accepts a mipmap level. This is a breaking change, so make sure to update your shaders (it will continue to compile with warnings in most cases, since int4 can be implicitly casted to int2, but only behaves the same then if the passed in mipmap level was zero)! Changed D3D9 depth buffer detection logic to always run independently on each frame (fixes flickering in some games, like RE4 Remastered HD) Changed splash banner to disappear immediately after reloading finished on all reloads except the first one Changed assembly viewer text to get updated after an effect finished compiling Changed HLSL compilation to enable highest optimization level only when performance mode is active Changed configuration to save and restore custom style independently of the fixed presets (so its not lost when switching between those) Changed keyboard shortcuts to be inactive while typing into text boxes Changed item width for variable editor UI widgets Changed texture name reservation to only run in OpenGL compatibility contexts by default Changed default preset file name to "ReShadePreset.ini" Changed setup tool to install to "bin" directory if one exists next to the executable (for Source Engine games) Fixed mouse button double clicks not registering Fixed red and blue color channel being switched in D3D12 screenshots in some applications Fixed hang in Vulkan games because fence completion check was comparing against wrong return value Fixed partial screen updates in D3D9 messing up ReShade rendering (e.g. in IL-2 Cliffs of Dover) Fixed hooks not being installed in applications that call "LoadLibraryExA/W" with flags (e.g. Prey) Fixed duplicated D3D10/D3D11 hooks (since the D3D10 driver may use D3D11 internally) Fixed D3D9 depth surface replacement messing up games using INTZ format themselves (e.g. Dead Space) Fixed artifacts in D3D9 games using partial depth buffer clears Fixed artifacts in OpenGL games using GL_ALPHA_TEST Fixed unbound key shortcuts potentially triggering if application sends input messages for key code zero Fixed crash if application calls "ID3D11Device::CreateShaderResourceView" and similar with a nullptr resource (e.g. in Snowrunner) Fixed crash when application unloads ReShade while a thread is still calling "GetMessage" (e.g. in Dolphin) Fixed crash in Vulkan when data race occurs after multiple threads failed to access a value from a lockfree table (e.g. in Baldur's Gate) Fixed crash if font atlas creation fails Fixed crash when parsing ReShade FX code that attempts a function call outside of a function Fixed crash if ReShade FX code contains shader function with an output parameter or return value without a semantic Fixed crash when pressing "Shift + Tab" in editor with a line that has only spaces selected Fixed R8 and RG8 textures having an alpha value in D3D9 Fixed wrong render targets being set in D3D12 if effect contains multiple techniques Fixed primitive topologies other than triangles not working in OpenGL Fixed "tex2Dstore" intrinsic writing with a slight offset in OpenGL Fixed precision of floating-point constants in generated HLSL/GLSL code Fixed preprocessor removing spaces in macro arguments Fixed preprocessor not trimming all whitespace before and after macro arguments and around concatenation operator Fixed preprocessor not adding adding backslashes to escape quotes in stringize operator Fixed code generation for switch statements with multiple cases pointing to the same block Fixed SPIR-V code generation for struct member accesses on function return values Fixed SPIR-V code generation for struct input parameters Fixed SPIR-V code generation for switch statements that contain branches Fixed SPIR-V code generation for "inout" function parameters with semantics and arrays Fixed HLSL code generation for global "static" variables Fixed HLSL code generation for loops on uniform variables in shader model 3 Fixed missing interpolation qualifiers in generated GLSL code for struct return values Fixed location calculation for GLSL array input and output variables Fixed GLSL code generation for "inout" function parameters with semantics Fixed GLSL code generation for shaders that have multiple input or output parameters with the same semantic Fixed effect parser error when initialization array of structs using initializer list syntax Fixed incorrect FreePIE uniform data padding Fixed "timeout" annotation on techniques for very small values (so one can now set it to "1" to only have the technique run a single time) Fixed division by zero if min/max are switched for "random" uniform source Fixed user being able to enter invalid characters as a preprocessor macro name Fixed dragging technique to a new location not preserving order of the others Fixed editor font affecting search and replace buttons Fixed pooled textures not always showing up on statistics page Fixed double click behavior on app selection list in setup tool (it now only reacts if the same item is clicked twice) Removed "tex2Dgather" intrinsic and instead split it into separate variants for each component Removed technique percentage numbers from statistics (since they where commonly misunderstood) Removed support for "POSITION", "VPOS" and "DEPTH" input semantics Removed error limit again since it can hide errors behind a lot of warnings Ultima modifica di NAP. : 26-10-2020 alle 17:36. |
27-10-2020, 09:49 | #26376 |
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Iscritto dal: Apr 2008
Città: Catania
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Qualcuno sa se esiste un sito dove vengono elencati i giochi con supporto dls 2.0??
Evitando così di perder tempo di installarli per verificare
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GPU rtx 4080s fe CPU intel 14700kf MB rog strix z690f RAM 32gb corsair dominator 6600 cl32 AIO corsair iCUE H150i elite capellix PSU corsair hx850i M2 Samsung 990pro 1tb SSD crucial 2tb CASE Asus tuf gt502 MONITOR Alienware aw3225qf PERIFERICHE Rog falchion - rog chakram x - corsair m700rgb - hyperx cloud alpha |
27-10-2020, 09:53 | #26377 |
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dai un occhio qui.
https://www.ign.com/articles/50-games-with-rtx-and-dlss https://www.rockpapershotgun.com/202...ss-games-2020/
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27-10-2020, 09:54 | #26378 | |
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Messaggi: 10634
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Quote:
https://www.ozarc.games/best-dlss-games/ qua c'è qualcosa
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27-10-2020, 10:01 | #26379 | ||
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Iscritto dal: Apr 2008
Città: Catania
Messaggi: 11428
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Quote:
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Grazie. Ma solo nel sito ozarc vengono distinti dal dls 1.0, gli altri generalizzano. Certo vedere nella lista Fortnite.. A sto punto reinstallo bf5 e lo provo
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GPU rtx 4080s fe CPU intel 14700kf MB rog strix z690f RAM 32gb corsair dominator 6600 cl32 AIO corsair iCUE H150i elite capellix PSU corsair hx850i M2 Samsung 990pro 1tb SSD crucial 2tb CASE Asus tuf gt502 MONITOR Alienware aw3225qf PERIFERICHE Rog falchion - rog chakram x - corsair m700rgb - hyperx cloud alpha |
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27-10-2020, 10:11 | #26380 |
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Iscritto dal: Feb 2018
Messaggi: 1553
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Ragazzi ormai è passato più di un mese da quando ho ordinato l eiswolf 2 su aquatuning dopo 5/6 mail non è è ancora ritornato in stock sul sito dicono consegna tra il 10/11 e il 12/11
Spero altrimenti annullo l ordine e prendo il kit della corsair pompa rad waterblock tubi etc anche se mi costerebbe il doppio |
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