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8GB Sapphire Radeon R9 290X TOXIC
Though I have no idea why any gamer should ever need it, Sapphire is stirring the marketing buzz a bit more by announcing a 8GB Radeon R9 290X, it will be a VaporX or Toxic edition. The presumably Toxic Edition ships with an orange accented cooler. Both of these cards will be limited edition and pricing has yet to be confirmed by Sapphire.
Currently there is no word on the clock frequencies whatsoever, but expect a 1050 MHz'ish clock frequency. Anyway below the photo's, courtesy of kitguru.
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holler
Senior Member
Posts: 221
Joined: 2003-07-07
Senior Member
Posts: 221
Joined: 2003-07-07
#4781870 Posted on: 03/13/2014 06:34 PM
"640K ought to be enough for anybody." -Bill Gates
here's to the fake quote of the day
I can see the whole 8GB used on high rez surround setups easily, so just because you don't need it doesn't mean some other people can't make use of it.
Always good to have options...
"640K ought to be enough for anybody." -Bill Gates
here's to the fake quote of the day

I can see the whole 8GB used on high rez surround setups easily, so just because you don't need it doesn't mean some other people can't make use of it.
Always good to have options...
schmidtbag
Senior Member
Posts: 5584
Joined: 2012-11-10
Senior Member
Posts: 5584
Joined: 2012-11-10
#4781873 Posted on: 03/13/2014 06:35 PM
Well the reason it works in theory is because if you use the 2nd GPU to render something different, then the memory mapping can change. For example, in a game involving portals, one GPU could be used to render the room you're in but the 2nd GPU could be used to render the room inside the portal. This isn't how it actually works, but it COULD be coded to work that way. This is why I'm fond of things like physx, because a GPU dedicated to physx has a completely different set of tasks and therefore no redundancy (waste) in memory.
With all types of rendering used by Radeon cards it will never double and always be the same. So not even in theory.
Well the reason it works in theory is because if you use the 2nd GPU to render something different, then the memory mapping can change. For example, in a game involving portals, one GPU could be used to render the room you're in but the 2nd GPU could be used to render the room inside the portal. This isn't how it actually works, but it COULD be coded to work that way. This is why I'm fond of things like physx, because a GPU dedicated to physx has a completely different set of tasks and therefore no redundancy (waste) in memory.
The Mac
Senior Member
Posts: 4404
Joined: 2011-08-24
Senior Member
Posts: 4404
Joined: 2011-08-24
#4781893 Posted on: 03/13/2014 07:14 PM
While this is true in AFR, mantle is intrucing asynchronous memory management, which will allow access to the full memory.
With all types of rendering used by Radeon cards it will never double and always be the same. So not even in theory.
While this is true in AFR, mantle is intrucing asynchronous memory management, which will allow access to the full memory.
The Mac
Senior Member
Posts: 4404
Joined: 2011-08-24
Senior Member
Posts: 4404
Joined: 2011-08-24
#4781895 Posted on: 03/13/2014 07:16 PM
Going by whats out there at the moment, visually that is, there shouldnt be any need for anything above 3gb at say 1600p, any higher at that res and its just lazy dev work.
imo.
AA requires massive amounts of ram.
if you are going to xfire this puppy, you will be cranking up the AA requireing more memory.
Paritucualrily 8x-16xAA at 4K
Going by whats out there at the moment, visually that is, there shouldnt be any need for anything above 3gb at say 1600p, any higher at that res and its just lazy dev work.
imo.
AA requires massive amounts of ram.
if you are going to xfire this puppy, you will be cranking up the AA requireing more memory.
Paritucualrily 8x-16xAA at 4K
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Senior Member
Posts: 4899
Joined: 2007-10-01
With all types of rendering used by Radeon cards it will never double and always be the same. So not even in theory.