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Major Overclocking Changes to GTX 1080 w/ ScanOC

2016-05-17
everybody I'm Steve from gamers Nexus dotnet and I'm joined again by Tom Peterson from Nvidia and we're gonna be talking about some of the new Pascal stuff so the most interesting item to me here at least is overclock and it's changed a lot in the interface so how has it changed well it's pretty exciting you know when you look at overclocking what you're trying to do is extract margin that is built into the design to account for a variation of games or variation of silicon or variation of boards and the way you want to figure this out is you want to test your chip running a real game and figure out if it's stable at a particular frequency now GPU boost 2 which is on Maxwell only allowed you to add a fixed frequency offset to your stock voltage frequency curve what we've done with Pascal is said you know we're leaving a lot of headroom on the table what if we actually instead of having a fixed offset apply across the whole curve we can now let users do a frequency offset for each point of the weak voltage frequency curve so what that allows you to do is really get much much closer to what I call the theoretical horizon of your GPU performance right so it's think of it as if you had to have one frequency offset somewhere along that curve you'd fail because it's linear and now by allowing it to be deformed to match your real GPU you can get higher performance now we've also since we've gotten a lot more programmable on how you can overclock we've enabled something called an OC scanner and now an OC scanner is another tool that will kind of generate this per frequency I'm sorry per voltage frequency offset for you and it does it by automatically running tests over and over and over locking to a particular voltage and then increasing the frequency offset until a point of failure now in Biddy's add a whole bunch of stuff to allow that tool to run efficiently without locking up your system so you're doing things like comparisons of values in the frame buffer trying to figure out hey is the GPU had a miss compare rather than a hard crash because that's a much better way to fail right so the OSI scanner is think of it as the engine that's now testing your GPU against a particular workload and then it's writing the results of that scan into that manual overclocking table and how long does the scan take to complete and it's completely up to the individual AIC that's doing the tool but we've recommended that it's configurable so you can configure how long do I test each point what is the range of you know frequencies that I want to test so if you only want to look for say between 150 and 300 millivolts I'm sorry 300 megahertz frequency you can configure that in your drill you can also configure how big of a step do I take on the frequency if you got more time you run the test longer and you take smaller steps and you'll get a more accurate curve so if I'm an enthusiast who enjoys overclocking it sounds like this tool is taking my job away from me well yeah how do you can you enabling the enthusiast well the enthusiasts still has all the normal tweaks that they had before where they can get in there and dial their own thing and the OSI scanner is is is going to be limited because effectively it's going to run one application it's not going to be running a whole bunch of different applications but again I think humans are gonna end up doing a little better job kind of tweaking it up there for their particular use and and they're gonna enjoy we do have three modes of the overclocking now before we just had that fixed offset now you can do fixed offset or you can do a linear interpolation so you know it turns out that the voltage frequency offset capability increases or decreases based on where are you in the curve so by having a linear interpolation you can actually extract more performance and finally there's that manual mode that you could get in there and like plug in every single voltage and frequency point or you can use that as sort of the target of an OC scanner very cool and then before we go here at SMP oh I need to find that for us I can SMP stands for simultaneous multi-project and what it's all about is if you remember I was talking about the world that's created in geometry and then mapping that world to a two-dimensional screen that process is called projection and it's been done forever onto a single screen or a single projection because really that's all we had well what's actually changed is now you people have surround configurations and and there's VR and effectively the screen that we all are interacting with are becoming more complex so what this technology allows us to do think of it as transforming the projection that we look into when we're trying to calculate pixels and that by transforming that geometry we can match what's really happening with your displays it removes distortion it can improve efficiency and it's just I mean it's just like an obvious thing to do at the end of the days you can imagine things like lenticular displays and a mental reality and even even circular displays you may walk into some day and if you do that what you really want to be able to do is look around anywhere and see the correct projection and that that type of environment will require continued innovation on projection manipulation and we're definitely heading that way and does that work so obviously VR is in there as a focus point yeah what about curved screens like the ultra wide yeah I mean we support 16 different transforms for a single view of projection so that means you could sort of slice up a curved screen into 16 different slices and approximate that that curved surface now it is an in-game thing so it's up to game developers to take advantage of the new capability provided by MV API right yeah so to learn more about this stuff as always links in the description below and by by this point we should have all the basic information you need online yeah some people I think you're gonna be I think you're gonna be blown away by Pascal when you get it home so check back for that because we will have more of it but thank you Tom for joining me see ya and we'll see you all next time okay take care guys
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