Fantasy Product: 3GB GTX 580 FTW

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Alexander Morou
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2011/02/01 13:01:30 (permalink)
You know,
 
I contacted one of the product managers on the forums and asked if they were working on a 3GB version of the card, their answer was:
there has not been enough testing to see if games utilize over 1.5GB of framebuffer with 3 displays.

 
So I figured I'd make a topic about it.  For those out there who have three displays and are eyeing the Palit Microsystems' 3GB variation of the same, perhaps you could share your experiences with large resolutions spanning three displays.  Notably from the reading I've done, the issue seems to rear its head when using anti-aliasing due to the exorbitant amount of memory required to do so.
 
People with experience in how 3D engines work are welcome.  From my limited understanding of FSAA (Full Screen Anti-aliasing), it functions by rendering the scene at twice the effective horizontal and vertical resolution (i.e. 4 times the original size, giving each pixel four data points to interpolate for the resultant pixel.)  On 3x2560x1600 you get a scaled up resolution of 3x5120x3200 or 15360x3200 per frame.  Doing basic math says that results in 196,608,000 bytes per framebuffer if 4 bytes are used per pixel (4*15360*3200), I'm not sure but then you'd have to have a second buffer to display it to the target resolution 3x2560x1600, which is another 49,152,000 bytes per frame (effectively one frame equals 250MB, 1/6th the effective memory of the card.)
 
Since it wouldn't make sense for the cards to transfer full data sets across the SLI bridge, there's likely media duplication on each card which represent the assets used to render a given frame.  This would mean that each card has its own copy of the textures, someone correct me if this is wrong, I think I read it once, it sounds logical.
 
Here's where it gets confusing for me, if each card handles the frames in a round-robin style (via Alternate Frame rendering), the master card, or the main card which handles much of the work, would it need a buffer for each of the slave cards' frames?  I'm not certain on how the SLI functionality works, so when card 3 finishes its frame and sends it to card 1, does 2 allocate space for it or just straight forward it?
 
The answers to these questions might shed some light as to whether 1.5 GB of memory is sufficient for large format rendering or quickly finds itself with a deficit due to the volume of information just contained within each frame (ignoring the assets needed to render said frame.)
 
From a review by [H]ardOCP, the memory available is an issue, on 5,760x1200, no less; if that resolution has an issue, I can't imagine what a factor larger, 7680x1600 would have (1 & 7/9 times the area.)
 
On a fantasy note, if they made a FTW edition, would it be called the GTX 580 FTW Enthusiast's Vision?  Emphasis on the vision part, since it's about 3D Vision.
 
Let me know what you think, perhaps if there's enough enthusiast's interested, we might just see an EVGA alternative to Palit's card.

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    jedi95
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 13:16:15 (permalink)
    Alexander Morou

    People with experience in how 3D engines work are welcome.  From my limited understanding of FSAA (Full Screen Anti-aliasing), it functions by rendering the scene at twice the effective horizontal and vertical resolution (i.e. 4 times the original size, giving each pixel four data points to interpolate for the resultant pixel.)  On 3x2560x1600 you get a scaled up resolution of 3x5120x3200 or 15360x3200 per frame.  Doing basic math says that results in 196,608,000 bytes per framebuffer if 4 bytes are used per pixel (4*15360*3200), I'm not sure but then you'd have to have a second buffer to display it to the target resolution 3x2560x1600, which is another 49,152,000 bytes per frame (effectively one frame equals 250MB, 1/6th the effective memory of the card.)

     
    To clarify this, what you are talking about is super sample anti-aliasing, or SSAA. This method is rarely used because of the massive performance hit compared to multisample anti-aliasing or MSAA.
     
    More details about the differences can be found here:
    http://www.anandtech.com/show/2841/14

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    EVGA_JacobF
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 13:19:51 (permalink)
    Alexander Morou

    Here's where it gets confusing for me, if each card handles the frames in a round-robin style (via Alternate Frame rendering), the master card, or the main card which handles much of the work, would it need a buffer for each of the slave cards' frames?  I'm not certain on how the SLI functionality works, so when card 3 finishes its frame and sends it to card 1, does 2 allocate space for it or just straight forward it?

     
    Even in AFR mode both cards buffer the frame, so 3x 1.5GB cards in SLI mode = 1.5GB usable frame buffer.


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    #3
    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 13:31:38 (permalink)
    jedi95

    Alexander Morou

    People with experience in how 3D engines work are welcome.  From my limited understanding of FSAA (Full Screen Anti-aliasing), it functions by rendering the scene at twice the effective horizontal and vertical resolution (i.e. 4 times the original size, giving each pixel four data points to interpolate for the resultant pixel.)  On 3x2560x1600 you get a scaled up resolution of 3x5120x3200 or 15360x3200 per frame.  Doing basic math says that results in 196,608,000 bytes per framebuffer if 4 bytes are used per pixel (4*15360*3200), I'm not sure but then you'd have to have a second buffer to display it to the target resolution 3x2560x1600, which is another 49,152,000 bytes per frame (effectively one frame equals 250MB, 1/6th the effective memory of the card.)


    To clarify this, what you are talking about is super sample anti-aliasing, or SSAA. This method is rarely used because of the massive performance hit compared to multisample anti-aliasing or MSAA.

    More details about the differences can be found here:
    http://www.anandtech.com/show/2841/14

    Which is why this discussion is relevant.  What's used today, and why does it affect performance on larger resolutions, specifically what was mentioned in the [H]ardOCP article?
     
    Is the article wrong, or is there a technical breakdown of what's happening here?
    EVGA_JacobF

    Alexander Morou

    Here's where it gets confusing for me, if each card handles the frames in a round-robin style (via Alternate Frame rendering), the master card, or the main card which handles much of the work, would it need a buffer for each of the slave cards' frames?  I'm not certain on how the SLI functionality works, so when card 3 finishes its frame and sends it to card 1, does 2 allocate space for it or just straight forward it?


    Even in AFR mode both cards buffer the frame, so 3x 1.5GB cards in SLI mode = 1.5GB usable frame buffer.

    Can you go into more detail here?  Each card might buffer the frame, yes, does the main card have exactly one buffer and when the slave cards are finished with their work that buffer is overwritten?  Is this really be the case, because how would the main card start work on its next frame if its buffer was full, or can the secondary card's data be sent directly to the display, if so, how is timing handled?  Also, 1.5 GB isn't all the frame buffer, is it, because if you used all of it, where would you store your textures?

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    Corsair_Mike
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 13:33:02 (permalink)
    My guess is that this card will not happen and especially on this generation of GPUS, if it is very expensive and/or time consuming to develop. The amount of people that would use it is MICROSCOPIC.

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    tm95ern
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 14:24:59 (permalink)
    600USD for Palit 3GB in US on Newegg and like 540:ish € or even more or less for Gainward Phantom 3GB in Europe on different stores i looked at and 480£ on OC-UK and both card come with customcoolers with either twinfan(Palit) or tripplefans(Gainward) that do a very good job from reviews and make up the higher price in some degree.
    #6
    squall-leonhart
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 14:53:58 (permalink)
    jedi95

    Alexander Morou

    People with experience in how 3D engines work are welcome.  From my limited understanding of FSAA (Full Screen Anti-aliasing), it functions by rendering the scene at twice the effective horizontal and vertical resolution (i.e. 4 times the original size, giving each pixel four data points to interpolate for the resultant pixel.)  On 3x2560x1600 you get a scaled up resolution of 3x5120x3200 or 15360x3200 per frame.  Doing basic math says that results in 196,608,000 bytes per framebuffer if 4 bytes are used per pixel (4*15360*3200), I'm not sure but then you'd have to have a second buffer to display it to the target resolution 3x2560x1600, which is another 49,152,000 bytes per frame (effectively one frame equals 250MB, 1/6th the effective memory of the card.)


    To clarify this, what you are talking about is super sample anti-aliasing, or SSAA. This method is rarely used because of the massive performance hit compared to multisample anti-aliasing or MSAA.

    More details about the differences can be found here:
    http://www.anandtech.com/show/2841/14


    You are so wrong its not funny.

     
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    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 15:24:41 (permalink)
    Perhaps you could elaborate squall.

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    squall-leonhart
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 15:36:41 (permalink)
    I was agreeing with you, and disputing jedi's post actually.
     
    the use of super sampling is extremely common these days, especially in games that use Direct3D 9 engines which make use of deffered shading.
     
    Not to fail to mention Transparency Supersampling being used more than Transparency Multisampling, adds even more samples being stored.
     
    Even more common is the use of hybrid MSAA+SSAA techniques as there are a number of games (and the opengl api itself) that do not support transparency antialiasing, without modification of the engine itself, and these tend to chew up higher amounts of ram than just pure msaa or ssaa modes.

     
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    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 20:03:31 (permalink)
    So from a typical usage scenario, what would the average footprint on a wide format display be for SSAA/MSAA techniques be (I can only guess, you seem to have a clue about it)?  Can you provide further technical information?

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    squall-leonhart
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/01 21:15:22 (permalink)
    keep in mind, that we are reaching 1GB framebuffer usage with just 4xMSAA with a 1920x1200 output resolution, and this is not just by using alot of high resolution textures, you also buffer HDR and normal maps, HBAO and SSAO also require additional video memory.
     
    Just cause 2 is a good example of this, as 16xCSAA (4x+12x) consumes the entire framebuffer.
     
    multiple display surround is easily going to be framebuffer limited since no matter how many 580's you have, its still only 1.5GB all up.

     
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    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 01:01:08 (permalink)
    So from CraptacularOne's post, it seems that it's a valid argument to say 1.5GB is insufficient in the newer games that are out.  The next wave of games will be even more intense on their VRAM requirements.

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    mwparrish
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 04:53:43 (permalink)
    For the high-end enthusiast market (i.e. a sub-portion of us), there is a small market for a 3GB card, I'm sure. The question then becomes, is the GF110 with a 3GB frame buffer an adequate balance of compute strength vs memory throughput. I'm sure folks can utilize the frame buffer, Crysis nearly maxes the 580s frame buffer at 1920x1080. So it's a reality especially at surround resolutions. But the real question at that point could the GF110 keep up with it?
     
    I'm certain that when the product developers mentioned there hasn't been sufficient testing, this is what they were probably referring to. Sure, slapping more chips on the card makes up to a point. But what is that point where cost eliminates marketability?
     
    Personally, when I had my 480s in SLI and the NVIDIA drivers had supersampling (or whatever it was) enabled for the entire frame it was absolutely gorgeous. I was marveling over the scenes in BF:BC2. Once that was fixed there was, to me, an obvious difference. While fps did shoot up, the quality of the image was still great but not as fabulous as it was. I'd easily consider a card with additional framebuffer, if and only if, the GF110 has the compute strength at a price point that is palatable.

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    #13
    AHowes
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 07:47:48 (permalink)
    I'll say from the testing i've done so far on my Quad GTX580s some games are real close to maxing out the cards at 6120X1080 with max settings.. most are find in the 13-1400Mhz range runing in 3D surround Vision as using 3D adds a few extra hundred MBs to the total.. in 2D your fine at this screen res. 
    3GBs sounds nice and if i heard that a company was making water blocks for it, i'd start debating the upgrade..
     
     

      
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    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 08:57:22 (permalink)
    Right,
     
    Myself as far as the higher-end enthusiast market goes, I research my purchases first.  I weigh the outcomes and purchase based upon what I conclusions I can make given my limited access to the product(s) beforehand (the only actual place within a few hundred miles that has any electronics for purchase, is Walmart, higher end electronics, I don't even know where to look.) 
     
    As far as the compute strength goes: the Palit Microsystems' cards seem to give hints that the cards have extra legroom to spare under the right circumstances.  Sure, you might not be able to go to the highest AA settings, but we're talking about resolutions that are 5+ times that of a single 1920x1200 display (nearly 6 times the size of a 1920x1080 display.)  Each frame at that size is also 1.7777--times the size of 3x1920x1200, and almost, as you'd think, twice what it would be 3x1920x1080.
     
    So yeah, even Fermi having issues with this resolution isn't any surprise.  I'm half tempted to wait six+ months for the Kepler architecture, especially since there doesn't seem to be a strong enough indication by EVGA at this point to release a 3GB variant.  The longer they deliberate, the closer Kepler gets to launch, and the less valid the decision to purchase them becomes (my resources are more constrained than some higher end enthusiasts, so waiting doesn't bother me.  A $5,700 dollar upgrade, 3x30" displays and 3 Video cards, would take me ~3 months to procure.)

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    callsignvega
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 15:22:21 (permalink)
    Got my 3x Palit 3GB 580 setup up and running. The extra memory is totally worth it on 3x 30" I've had Heaven 2.1 up to 2800VRAM usage with just 8x AA.
     
    Over at [H]: http://www.hardforum.com/showthread.php?t=1573598&page=22

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    clo007
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 15:45:44 (permalink)
    I guarantee you if a 3gb model was made, the computer animating community would buy up this card. None of us want to spend $800,$1500, or $3000 for a Quadro card to render. $600 for a card with 3gb of ram to get renders done plus when not working, can actually game on the card too.. you would be selling these like hot dogs at a baseball game.



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    callsignvega
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 15:54:08 (permalink)
    3GB 580 card is made, by Palit. Or do you specifically mean EVGA only?

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    Alexander Morou
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 18:51:00 (permalink)
    Right,
     
    EVGA needs a reason to make the card.  Some person online who says professionals will buy it isn't as telling as people actually buying a similar product that isn't theirs.  Two enthusiasts here have already bought three of their competitors products, while that's only six points of purchase, if the number continues to rise, the reason becomes more and more compelling.  So long as all those interested in the card don't buy Palit's first. :P

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    clo007
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    Re:Fantasy Product: 3GB GTX 580 FTW 2011/02/04 22:13:22 (permalink)
    callsignvega

    3GB 580 card is made, by Palit. Or do you specifically mean EVGA only?
    eVGA specifically.




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