Now I see. Thanks for the clearing that up for me. No Problem. I bet that running CRYSIS at 1680x1050 and higher w/ all the options all the way up is going to be a problem w/ only 340mb. I am glad I got the GTS w/ 640mb and if that ain't enough for CRYSIS then I will just have to get anouther and run 'em in SLI.
1STRIVE Out
I think your probably right, even FEAR for example on a 256MB card at 1680 x 1200 will use an additional 205MB of system memory to compensate with everything maxed, what that sysyem memory "swapping" actually means in performance terms varies I think but anyone would lose a few FPS, thereview below suggests up to 12FPS loss 256 > 512!! at a guess and the higher the res goes, the more swapping so the more lost FPS, take a look at the attached graph to get an idea, the graph is followed by the following comments:
"Now we are reaching the same levels of memory usage as HL2 in 2048x1536 with everything maxed out. Though the results show huge performance differences they simply cannot fully describe what I felt while playing the game. With 256Mb it was absolutely unplayable with stuttering at every turn, sometimes the screen would not refresh for half a second. This was blatant cache thrashing in action. In comparison the 512Mb card was behaving as it should, no stuttering at all. The average frame rate was low and it wasn’t very enjoyable, but it was a thousand times better than with the 256Mb card. The average frame rates for both cards are as follows:
256MB: 12.9 fps
512MB: 24.6 fps
That’s a 90.7% increase! F.E.A.R has shown itself to be the most demanding game for memory requirements out of all the games here. Add to this the intense use of pixel shader operations and you can easily see why it brings even the most high end machines to their knees.
Overall these results give us indications that we are no more than at the beginning of the transition from relying heavily on texture operations to arithmetic operations. We can’t all breathe a sigh of relief that ALU operations will mean we never need see a 1GB GPU, we will. But it does show that memory requirements might slow down and only increase when they are really needed thanks to pixel shaders. The future for video memory seems to be one of efficiency, but for the next few years I think we’ll see memory requirements continue as they always have done".