Which of the following seem most likely to you:
1) The test uses close to 100% of the transistor in the die. In game it doesn't happen cause they aren't optimized for a specifical gpu (as on consoles).
2) The test doesn't bear any cpu worload, so the gpu hasn't to wait for geometry data and has no time for idling between operations. In game it doesn't happen cause there's always a cpu workload
3) Both.



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