I must admit that I didn’t know that games was done like that. I thought that it was possible to set the viewable area and this wasn’t static and that the area increased a bit for higher resolution (don’t to much gaming..). If the area used for paint objects don’t increase with higher resolution then the burden for the processer obviously isn’t changed (only more detail will add work but not that much I think). These game programmers may not be as good as you think they are because that was a bit off. That would also mean that the game might not look as good on 30” as lower resolutions if textures etc is stretched and of course it looks worse on low res.
About the FSB and speed so what I have noticed is that this isn’t change for long streams of data. But if same amount of data is sent in small pieces and different directions then it gets slower. And that could be one explanation why performance isn’t changed as much modifying the FSB clock or how it is done. If the viewable area is the same then it would be easier to control the data sent to the gpu and that could make it easier to send the whole wireframe (all dots in the 3d space) in one transaction (or few transactions). And then send the commands needed for inform how to paint.
Is it possible to test Race Driver Grid?





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