The just-noticeable difference JND the threshold at which a change is perceived depends on the tone's frequency content.
The context queue is a buffer storage area for custom data which has been prepared specifically for processing by the GPU.
In simple terms, this option controls the maximum number of frames the CPU prepares in advance of being rendered by the GPU. The benefit of having frame data buffered in advance of being processed by No discernible difference GPU is that it helps keep the GPU consistently fed with data, smoothing out any small variations in rendering times.
The disadvantage of buffering frame data in advance of displaying it is that it can increase latency, i. The available options for this setting are Use the 3D Application Setting, 1, 2, 3 and 4. When set to Use the 3D Application Setting, games will either use their own value, possibly determined by an in-game setting, or the Windows default of 3.
If you wish to override this, you can specify precisely how many frames can be pre-rendered here ranging from 1 to 4 frames. In theory, higher values ensure smoother framerates but with potentially more input lag, while lower values can help reduce input lag, but may result in stuttering or lower performance.
In practice however, the impact of altering this setting appears to be quite complex. In some cases, lowering this setting may actually reduce stuttering or improve performance, likely on systems where the CPU is much slower than the GPU.
So some experimentation is required to determine the optimal setting for each game on your system. Maximum Pre-Rendered Frames setting is not the same No discernible difference Triple Buffering, a setting that is covered in more detail further below.
The key difference is that Maximum Pre-Rendered Frames controls the size of the data queue feeding rendering commands to the GPU to maintain smooth framerates, while Triple Buffering is a back-buffer configuration designed specifically to prevent a significant reduction in performance whenever the framerate falls below the refresh rate while Vertical Sync is enabled.
Game developers sometimes confuse the issue further by using variations or amalgamations of these two setting names in an unclear fashion e. For particular games where you are experiencing stuttering, first try changing this setting to a high value of 4 under Program Settings to see if it helps smooth things out.
If that makes things worse, or you can't tolerate the input lag, experiment with progressively lower values. Of course if a game has its own settings related to frame buffering or precaching, use those in the first instance.
Keep in mind that stuttering has numerous other causes if changing this setting has no impact. It does this by using sample patterns that aren't fixed, as they are with traditional AA, rather MFAA's sample patterns can be customized to vary from frame to frame, or even within a frame, to remain optimal.
The available options for this setting are Off or On. The screenshot comparison above shows the same scene first with no Antialiasing of any kind, highlighting the most jagged areas, particularly the rooftop around the crosshair.
A close comparison of the two reveals some differences, with the MFAA screenshot having slightly rougher edges. But look at the framerate counter at the top right: If you're worried about potential compatibility issues or even the slightest drop in image quality from MFAA, then set it to Off globally and enable it for selected games under Program Settings.
As such, the setting is largely irrelevant to most users. If you have only one display, or are having problems with the other modes, the Single Display Performance Mode option should be used.
If you are using multiple displays then select the Multiple Display Performance Mode, but if you experience any issues with particular programs, select the Compatibility Performance Mode. This setting makes use of a modern GPU's abilities to support different performance levels depending on how much power is required.
Normally, the graphics card will monitor GPU load, and when under minimal load, will lower its clock speeds downclock to what is known as 2D or Idle clock speeds - the lowest possible speed - in order to save power and reduce temperatures. This occurs when using the Windows Desktop for example.
This setting does not alter that behavior, instead it controls what happens when the GPU is operating at what is known as 3D clock speeds, which are activated when running games and other 3D applications.
The available options are Adaptive and Prefer Maximum Performance. If Adaptive is chosen, the graphics card automatically steps down in clock speed in games and 3D applications if they aren't generating a high GPU load. If Prefer Maximum Performance is chosen, when running any game or 3D application, the GPU will maintain its maximum clock speed regardless of load.
The Adaptive setting shouldn't cause any problems in modern games, as the GPU will always run at full speed when required without interruption.
However, in old games which generate much lower GPU loads, the graphics card may constantly downclock when set to Adaptive, and this may cause issues such as fluctuating performance and stuttering. Alternatively, using the Prefer Maximum Performance option should also be fine, as most games require maximum clock speeds for optimal performance, but you may run into situations where the GPU does not properly downclock back to 2D clock speeds once the game is exited.
Optimal Power As of the As yet I can't find an official Nvidia source to reference what this option does, but it was apparently alluded to at some point in the GTX launch conference.
Basically, when Optimal Power is selected, while the PC is idle and nothing is changing on the screen, the GPU will not render any new frames; the driver will simply re-use the last rendered frame in the framebuffer.Oct 30, · An analysis by The Times using United Nations data showed that the United States and Canada have gained no discernible advantage in yields .
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| Meaning, pronunciation, translations and examples.