- Joined
- Aug 16, 2004
- Messages
- 3,275 (0.45/day)
- Location
- Sunny California
Processor | Intel Core i9 13900KF |
---|---|
Motherboard | Asus ROG Maximus Z690 Hero EVA Edition |
Cooling | Asus Ryujin II 360 EVA Edition |
Memory | 4x16GBs DDR5 6800MHz G.Skill Trident Z5 Neo Series |
Video Card(s) | Zotac RTX 4090 AMP Extreme Airo |
Storage | 2TB Samsung 980 Pro OS - 4TB Nextorage G Series Games - 8TBs WD Black Storage |
Display(s) | LG C2 OLED 42" 4K 120Hz HDR G-Sync enabled TV |
Case | Asus ROG Helios EVA Edition |
Audio Device(s) | Denon AVR-S910W - 7.1 Klipsch Dolby ATMOS Speaker Setup - Audeze Maxwell |
Power Supply | EVGA Supernova G2 1300W |
Mouse | Asus ROG Keris EVA Edition - Asus ROG Scabbard II EVA Edition |
Keyboard | Asus ROG Strix Scope EVA Edition |
VR HMD | Samsung Odyssey VR |
Software | Windows 11 Pro 64bit |
_33 said:
LOL, none of that, it's just that maybe I have too much free time in my hands, practice have been very slow in the office these days
![Nutkick :nutkick: :nutkick:](https://tpucdn.com/forums/data/assets/smilies/nutkick-v1.gif)
And thanks for the link, it was very interesting, particularily the part about nVidia using higher precision color rendering and how even back in the day, and support for more complex shader instructions, and how in spite of all this advanced features the FX series fell hard on their face in terms of performance because of some other architecture implementations like the 4x2 pipeline configuration.
It's interesting as well how nVidia was separarting itself from the unified shader architecture, so long ago, making completely separated pixel and vertex shader hardware units. Even to this day, nVidia would rather have this shader processors separated, as can be seen in the G80 architecture, quite a departure from Ati's use of unified shaders.