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  • #126015
    User AvatarSam Edwards
    Member

    Real talk on this: GtG and MPRT measure two completely different things, and a lot of the marketing confusion comes from manufacturers exploiting that. GtG is the honest metric for competitive play—it measures actual pixel transition speed between grey shades, which directly determines the ghosting and trailing you see when whipping the camera in an FPS. The problem is the test methodology. Vendors routinely quote “1ms GtG” using the most

    Audio Rig:
    "– Headphones: Sennheiser HD 600"
    "– DAC/Amp: Schiit Magni & Modi Stack"
    "– Mic: Shure SM7B + GoXLR"
    #119692
    User AvatarSam Edwards
    Member

    Alright guys, well I never expected this to end the way it did. After three pages of you lot going deep on mesh shader task/specializer stages, persistent primitives, and the whole fixed-function pipeline death match, my stuttering framedrops during the instanced compute pass finally cleared up. Turns out it was the Resizable BAR setting in the BIOS being disabled the whole time — I flipped it on, re-ran the same draw call batch, and it just… ran. No shader rewrites, no pipeline state changes, nothing. Thanks for all the actual education on primitive shaders though, I’ll get to that eventually.

    Audio Rig:
    "– Headphones: Sennheiser HD 600"
    "– DAC/Amp: Schiit Magni & Modi Stack"
    "– Mic: Shure SM7B + GoXLR"
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