Search Results For - GPU


Miracle Drivers? How NVIDIA solved the crashes of the GeForce RTX 3080 and RTX 3090 while keeping also the power supplies alive | Analysis

With the revision 456.55 NVIDIA wants to fix most of the problems of the new GeForce RTX 3080 and RTX 3090 and solved it. In addition to the power supply shutdowns that repeatedly occurred at the beginning with power supplies that seemed to be nominally sufficient, it was mainly the crashes of certain cards within the 3D environment that caused a [...]


NVIDIA GeForce RTX 3080 and RTX 3090 and the crashes – Why capacitors are so important and what’s behind them

After my article about the capacitors on the GeForce RTX 3080 and RTX 3090 has made a lot of waves, I have to criticize myself in two respects. I had underestimated that the readers might be interested in a somewhat longer and more technical explanation of the circumstances or background and that secondly, the (thoughtless) adoption of the terms [...]


The possible reason for crashes and instabilities of the NVIDIA GeForce RTX 3080 and RTX 3090 | Investigative

Not only the editors and testers were surprised by sudden instabilities of the new GeForce RTX 3080 and RTX 3090, but also the first customers who were able to get board partner cards from the first wave. An interesting pattern of behavior emerged that did not affect all cards or manufacturers and the problems only occurred at certain boost clock [...]


Not all Chips are equal – First information about the possible binning and the quality scattering of the GeForce RTX 3080 and RTX 3090 | Exclusive

Who doesn’t remember the good times when you beat an Intel quad-core Q6600 with G0 stepping, preferably at a DFI Lanparty with X38 chipset, towards the 4 GHz? Back then, Intel’s binning was quite easy. The good chips from the middle of the wafer, if it was a good wafer, got the highest VID and still ran the coolest. Those were the [...]


NVIDIA LDAT – Latency Display Analysis Tool introduced and tested

The fact that you generally use the FPS, i.e. the rendered frames per second, as a benchmark for the gaming performance, is common but actually anything but target-oriented. If you know my metrics in the graphics card tests, you will have noticed that for some years now, I have been using the frame time, i.e. the real render time of each [...]