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Is PCIe 1.0 slot bottlenecking PCIe 3.0 HD 7850?
I currently have an HD 7850 card (PCIe 3.0) in my Gigabyte board with a PCIe 1.0 slot, waiting on a board with a PCIe 2.0 slot. It's my understanding that in many cases the generation labeling is more marketing hype than reflection of actual better data flow.
With Medal Of Honor Warfighter and Battlefield 3 I find I can run on "high" settings but "Ultra" causes it to stutter. Do you think this 1.0 slot is bottlenecking this particular card? Is there a reliable way to test/compare the actual data flow? Thanks |
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Is PCIe 1.0 slot bottlenecking PCIe 3.0 HD 7850?
wrote:
I currently have an HD 7850 card (PCIe 3.0) in my Gigabyte board with a PCIe 1.0 slot, waiting on a board with a PCIe 2.0 slot. It's my understanding that in many cases the generation labeling is more marketing hype than reflection of actual better data flow. With Medal Of Honor Warfighter and Battlefield 3 I find I can run on "high" settings but "Ultra" causes it to stutter. Do you think this 1.0 slot is bottlenecking this particular card? Is there a reliable way to test/compare the actual data flow? Thanks http://en.wikipedia.org/wiki/Pci_express 4 History and revisions [x16 full slot] Practical rate 4.1 PCI Express 1.0a 250 MB/sec per lane 4GB/sec ~2GB/sec 4.2 PCI Express 1.1 250 4.3 PCI Express 2.0 500 8GB/sec ~4GB/sec 4.4 PCI Express 2.1 500 4.5 PCI Express 3.0 985 15.8GB/sec ~8GB/sec 4.6 PCI Express 4.0 ? Anything over 1GB/sec is a good start. Note that, transfer efficiency is also an issue, and can cut the theoretical (physical layer) values in half. So the 1.x slot runs ~2GB/sec on an Intel desktop. Still twice as much as is needed. This is due to the usage of small buffers to hold PCI Express packets when they arrive. Chipsets can have other bottlenecks. And the history of motherboards, is that they aren't always honest about it, when there is one in the way. You should also be checking the games, to see if they are know to be "CPU limited" or "GPU limited". The processor in your system, might actually be the limiting factor. There are games in both those camps, and the solution to performance problems will differ, depending on which camp a game is in. Some games are just poorly written, and you can pour an infinite amount of $$$ at the problem, when really the game engine should just be re-written. Paul |
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