Power User>Rivatuner\System>NVAPIUsageBehavior set value to 1
Power User>RivaTuner\Nvidia\Overclocking>ShaderClock Ratio and set value
Hope that helps.....
Power User>Rivatuner\System>NVAPIUsageBehavior set value to 1
Power User>RivaTuner\Nvidia\Overclocking>ShaderClock Ratio and set value
Hope that helps.....
Lian-Li V1000B || i5 2500k || Gigabyte P67-UD4 || 4GB Dominator 1600s || eVGA GTX 570 || 60GB OCZ Vertex || Corsair HX850
yea rivatuner paid the cow 500 for the license and got signed.
i put the new 163.69. and my core is locked at 594 aswell. Ive always used atitool to oc. But ill play with the shader level, mine is 1188 right now. good to know info about that!
EDIT
well it works just fine, i have my core@605 and set 2.3 ratio for 1350 shader. ! at least i can go past 594 now
is there any truth now with current drivers that higher shader clock=worse performance in shader heavy games like FEAR or oblvion? i read a thread on here from2006 saying that was the deal.
Ill leave it set where it is, 1350 shader is what GTX uses stock..dont see how it could be bad
Last edited by strange|ife; 09-18-2007 at 01:39 PM.
~
cool testing it now
do different ratio settings have different effects? i seem to get the same results regardless of the ratio used.
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Well, www.techpowerup.com paid it for them, but yeah the license was paid.
Thanks www.techpowerup.com![]()
2.05 In Alpha Testing
Quoting unwinder:
RivaTuner v2.05 development and alpha-testingWell, 2.04 is released so now I can start developing 2.05 and can play with new independent shader clock control interfaces a bit more. I've already added a slider for adjusting shader clock and I need a few G8x owners for alpha testing it and brainstorming final shader clock UI implementation. Keeping currently existing driver/hardware ratio limitations in mind (http://forums.guru3d.com/showthread.php?t=238083) I'm still unsure it is is a good idea to provide completely independent shader clock control, probably we should keep it ratio based.
Also, I've tried to make a workaround for the ForceWare's internal clock frequency programming optimizations, which currently require ROP clock change to be performed to get new shader clock applied. Now RT analyzes the clocks being set and if it detects that shader clock is changed but ROP is not - it first downclocks ROP by 1MHz then returns it back together with changing shader clock. It will make shader clock adjustment more simple for beginners.
So if you've read shader clock overclocking tutorial thread and if you feel that you completely understand it - I offer you to join 2.05 development and shader clock UI brainstorming. In this case send me your email via PM and I'll send you alpha version of 2.05 with shader clock adjustment UI prototype.
Shader Clock Overclocking Tutorial
http://www.nzone.com/object/nzone_do...etadriver.html ForceWare 163.71 released.
Last edited by RPGWiZaRD; 09-21-2007 at 08:11 AM.
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If all people would share opinions in an objective manner, the world would be a friendlier place
[Edit]
it seems to be working now.. this is pretty coool
.. increased my FPSs a LOT
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Last edited by ANP !!!; 09-23-2007 at 01:17 AM.
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