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Message started by m14radu on 08.05.07 at 09:49:42

Title: Fillrate impróvments due to overclocking
Post by m14radu on 08.05.07 at 09:49:42
Hello,

Some information about this  ;)





So, here is the answer about how much performance gain can be achieved due to VSA100 overclocking.
Until now the 210-212 Mhz maximum speed for a VSA has been confirmed, by using faster memories and a better cooling. With better memories there should be more inside ...... the table speak from itself.

Programs used:
 VSA100 Overclocker
 Everest Home Edition

Note: Because the VSA100 Overclocker not allow more that 220Mhz , the values above this frecvency are pure teoreticaly and not tested.

Br.
Radu.

Title: Re: Fillrate impróvments due to overclocking
Post by ultima on 08.05.07 at 09:56:43
looks very nice.

I'm gonna purchase some artic silver adhesive, slap some good cooling on my 5500 and do some clocking.

I'll also put ramsinks on the card to keep those cool, wonder how far I can take it.

When I've tested it, I'll post what framerate increase I've gotten with certain games and with benchmarks ofcourse.

PS Next month I'm winning the lotto and getting me a 6000. :) (if only that were true. )

Title: Re: Fillrate impróvments due to overclocking
Post by FalconFly on 08.05.07 at 10:01:34
Uhm, the fillrate of 3dfx cards is known to scale linear with Clock obviously.

Too bad fillrate isn't the only and not the biggest bottleneck nowadays.

Title: Re: Fillrate impróvments due to overclocking
Post by ultima on 08.05.07 at 10:47:00
yeah, but some other factors will come into play as well at a certain point I think.

I mean, at what point of fps will the cpu take over from the voodoo 5500 for example to do rendering???
There must be a point as to at what speed of an XP cpu the cpu is overhead, say at 2.0Ghz.

Title: Re: Fillrate impróvments due to overclocking
Post by FalconFly on 08.05.07 at 13:00:46
Technically, the CPU will never 'take over rendering'...

The point at which the CPU or any other component will start idle cycles due to another component still busy is highly varying and changes per Application used.
That's why there isn't any known, fixed limit, such as "a Voodoo5 stops scaling @ AthlonXP 2500+" for example.
In some scenarios, scaling will cease as low as 500MHz, in others we'll still see mild improvements exceeding 2500MHz.

glQuake I for example will likely scale linear with CPU and eventually top-off at the Fillrate limit. Depending on Resolution, latter will come sooner or later.

Unreal Tournament for example will almost never hit the fillrate limit, its first limit will be either CPU Software T&L, Driver Geometry throughput or corresponding PCI/AGP Data rate limit.

Going further uphill, UT2003 for example will never hit fillrate limit, depending on Level and Texture Detail it'll be all either VRAM limit or CPU/PCI/AGP or Driver Geometry throughput limit.

Eventually (Doom3 / Quake 4), you'll hit a scenario with exclusive Geometry and VRAM limits, almost regardless of CPU used (it'll still creep up due to heavy T&L workloads, but basically scale very bad compared to amount of CPU power added).

Those 3dfx Drivers nor Cards were never made to send such insane amounts of T&L Data through the Driver onto the Card. Still, they do quite an amazing job, considering how relatively well it still works out.

Title: Re: Fillrate impróvments due to overclocking
Post by ultima on 08.05.07 at 14:37:40
ok, that explains it quite thoroughly actually.

thanks.

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