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Challenges And Debates Sociotechnical Systems

The study of sociotechnical systems and value judgments in technology is not without challenges and debates: Conflicting Values: Societies often have conflicting values, and technology development can raise questions about whose values should prevail. Balancing these values in a fair and equitable manner can be challenging. Cultural Relativism: The acknowledgment of cultural values raises questions about cultural relativism and the imposition of one culture's values on another. Striking a balance between respecting cultural diversity and upholding universal ethical principles can be complex. Technological Determinism: The influence of value judgments sometimes conflicts with the deterministic view of technology. Sociotechnical systems emphasize the human and social agency in shaping technology, challenging deterministic perspectives. Unintended Consequences: While value judgments guide technology development, they can also lead to unintended consequences. The choices made w...

NVIDIA MAX-Q, NOTEBOOK TECHNOLOGIES FOR GAMING ON THE TEST BENCH

We tested NVIDIA's new Max-Q technologies for laptops animated by Series 30 RTX video cards, developed to achieve a stable framerate, greater noise and temperature control and, of course, a more enjoyable overall user experience. than in the past. NVIDIA's approach is based on multiple factors. We have previously had the pleasure of traveling together the short avenue of memories with RTX technologies, techwadia between Ray Tracing and Artificial Intelligence . We therefore focused on the DLSS and on the model that allows you to obtain an incredible performance boost without affecting the overall quality. Today we will focus on other optimization techniques perfected by thegreen team for users who prefer mobile gaming .



Resizable BAR, why right now?

One of the most stimulating points is certainly the resizable bar or Resizable BAR , made available since the inauguration of the Mobility line on the entire range of GPUs with Ampere architecture, unlike the desktop line whose forerunner was the RTX 3060 launched precisely in the past few months.

The resizable bar is no small matter. In fact, it allows to give the CPU free access to the entire framebuffer of the video card, without limiting access to the canonical 256MB and therefore forcing it to create stack of commands. Most portable configurations activate this out-of-the-box mode, therefore it will not be necessary to implement any type of manual intervention to benefit from it. All that comes to mind when we think about the logic behind technologies like Resizable BAR is one, simple question: why not before?

This mode of communication between the CPU and PCI-Express devices did not arrive on the market before this generation for very specific reasons. First of all, the intrinsic weight of the most modern titles made it necessary to make a " call to arms " to improve as much as possible the optimization of all the elements that contribute to the final yield. Among these, the greater specific weight could have been given by the DLSS, with increases sometimes close to 50% of the framerate.of departure.

In particular, what interests us most in this case are the game assets, loaded from time to time into the memory available to the GPU to be accessible during the pipeline . So what has changed compared to the past? Well, if we look at modern gaming, in the space of a few years we have gone from high-end video cards with 320MB memory cuts to a space available rarely below 8GB, as also demonstrated by the most recent Steam polls . It is clear that everything acquires a very precise meaning if contextualized in this way since, if a decade ago the space available for the CPU instructions tended to overlap the entire memory, today we are talking about tiny segments with respect to the totality of the framebuffer. No less important is the complexity index of the instructions that will then be sent, which will contribute to creating the stack of commands waiting for their turn.

Currently Resizable BAR is able to provide a substantial increase in performance in some highly selected titles. As suggested by NVIDIA itself and also verified in the field, this technology cannot provide an advantage without painstaking optimization work within the game engine. Some titles, due to their conformation, will be able to obtain boost even up to 10-12% without any external intervention, while others may even experience drops. For this reason, it will be NVIDIA to watch over our GPUs, individually testing the titles on the market and guaranteeing support for those who are able to fully benefit from Resizable BAR.

Among the titles we had the opportunity to try, the impact on Assassin's Creed: Valhalla was remarkable with an increase of 6-8 FPS on an average base of 70, capitalizing a new ten and making the framerate even more stable . Small but not imperceptible the impact on the minimum FPS. Another interesting experience was Metro Exodus in both the original version and the recent Enhanced Edition, where we were able to appreciate the extraordinary stability of the video stream without any kind of uncertainty.

Dynamic Boost 2.0 and the TGP

We then tested the rest of NVIDIA's Max-Q luggage. Another weapon at our disposal from this point of view is the excellent second generation Dynamic Boost . In its first version it allowed to break down the barriers imposed by the thermal design, overcoming the pre-established limits in a univocal way. In this way, the video card could draw power from the one reserved for the CPU. Today this technology allows to perform a real intelligent power shift , in both directions. It goes without saying that now even the most CPU-intensive tasks will benefit.

What interests us most, however, is to try to understand to what extent a technology of this kind can benefit us in a particularly limited situation, represented in our case by an RTX 3080 at 85W . We are facing a very particular configuration since the limit of 85W theoretically involves a significant bottleneck for the potential of such a powerful GPU. This limit is more evident in traditional rasterization contexts. In the most modern titles, the implementation of Ray Tracing calls on the other computing units present in the GPU, namely the RT Cores and Tensor Cores, drastically limiting the influence of the power limit.

We certainly couldn't avoid trying Dynamic Boost 2.0 on the one hand to see if we could actually get real gain, on the other hand to understand how far we could go this card. First of all, its necessary to specify that Dynamic Boost 2.0 cannot be deactivated through a special switcher , but by disabling the appropriate entry in the Windows Device Manager . For obvious reasons, we recommend that you leave these values unchanged and proceed as planned by the manufacturer.

For the first field test, we asked for a traditional title. Forza Horizon 4 at Ultra details and with FullHD resolution allowed us to evaluate and quantify the impact of Dynamic Boost 2.0 and we must admit that indeed the difference is there and it is sensitive. Numerically we are faced with a widely playable title in both cases but turning off Dynamic Boost involves a loss of 3% in terms of framerate , with an instant passage from 200 to 193 FPS. There is a gain, but certainly less impactful, even with active Ray Tracing. For the test, the excellent Metro Exodus came to our rescue. We wanted to make some considerations with both the traditional title and the Enhanced version. In the first version of the game we noticed a minimum gain of 1% with active Ray Tracing, which becomes a more generous 4% by turning off the next generation global lighting instead.

In Metro Exodus Enhanced Edition, Ray Tracing is, by definition, one of the pillars. For this reason it cannot be deactivated and the result obtained reflects the values obtained previously. Even in the Enhanced version of the 4A Games title we have in fact obtained a gain of about 1% in the average framerate, with and without DLSS.

Numbers then confirmed on Control. Even in the title of Remedy in fact,the use of lighting in Ray Tracing involves a general leveling of performance, where the use of the cores dedicated to these calculations goes to enormously balance the limits imposed on the GPU. Here, too, we travel within 1% of net gain, with an advantage in watts which in all cases is around 15 W. In fact, from the 85 declared, the use of Dynamic Boost 2.0 has allowed us to greatly exceed the 95W and in some cases even 99W.

Silence in the room, let's try WhisperMode 2.0

 

Finally, we want to devote a couple of paragraphs to another interesting technology. If so far we have focused on methods that could allow us to get the most out of our computer, with WhisperMode 2.0 we move on to a different concept of Gaming on the move . In fact, this technology aims at the acoustic management of the system to balance the noise level of the PC on the basis of a threshold set by the user. With this tool, integrated within GeForce Experience , we will be able to choose an efficiency threshold that allows us to reduce noise in relation to our "goal" in terms of frames per second.

Of course, this technology also has its limitations.The enormous heterogeneity of notebook systems in terms of design and thermal design results in a different impact of this mode on the overall experience. For this reason, some manufacturers have decided to continue to rely on proprietary software, avoiding such "interference" on temperatures and performance. In reality, however, WhisperMode 2.0 proves to be particularly efficient when available.

We can really say everything and the opposite of everything about this technology. We are faced with a particularly functional optimization tool with a high impact on the entire system. However, it is necessary to fully understand which aspects will act at the system level.

In fact, with WhisperMode, if on the one hand we have a predetermined noise target, on the other we have a maximum limit of the framerate. This limit should not necessarily be seen as a decrease in performance : a maximum threshold is set, which the system must not exceed. But giving up a more or less generous handful of FPS has numerous positive sides, especially if this allows us, for example, to remain stable at 60 frames per second.

While the maximum limit could, on a numerical level, affect the average game FPS, stabilizing this figure on a preset limit can result in a better overall experience, limiting the oscillations and therefore that annoying effect of changing gears of the game when there are some problems. drastic drops in framerate. Consequently, if the goal is to limit noise, the greatest impact will be on temperatures . With WhisperMode, these can drop as much as 20 degrees from the peaks experienced at maximum performance and this in turn will result in a longer life span of the machine itself, as well as being a source of comfort during the most intense sessions.

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