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NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.








NVIDIA GTX 970 Specifications Corrected, Memory Pools Explained

Mon, 26/01/2015 - 8:57pm
Vigile writes Over the weekend NVIDIA sent out its first official response to the claims of hampered performance on the GTX 970 and a potential lack of access to 1/8th of the on-board memory. Today NVIDIA has clarified the situation again, this time with some important changes to the specifications of the GPU. First, the ROP count and L2 cache capacity of the GTX 970 were incorrectly reported at launch (last September). The GTX 970 has 52 ROPs and 1792 KB of L2 cache compared to the GTX 980 that has 64 ROPs and 2048 KB of L2 cache; previously both GPUs claimed to have identical specs. Because of this change, one of the 32-bit memory channels is accessed differently, forcing NVIDIA to create 3.5GB and 0.5GB pools of memory to improve overall performance for the majority of use cases. The smaller, 500MB pool operates at 1/7th the speed of the 3.5GB pool and thus will lower total graphics system performance by 4-6% when added into the memory system. That occurs when games request MORE than 3.5GB of memory allocation though, which happens only in extreme cases and combinations of resolution and anti-aliasing. Still, the jury is out on whether NVIDIA has answered enough questions to temper the fire from consumers.

Read more of this story at Slashdot.