Just a reminder to those, who know this and a hint to those who don't.
Nvidia shader overclocking; It has been mentioned before, but I can repeat that "shader" speed is counted in 54 point steps. I.e.
[...]
1404
1458
1512
1566
1620
1674
1728
1782
1836
1890
1944
1998
2052
2106
[...]
Setting to 1800 = same effect as 1782, 1750 = 1728, 1850 = 1836, 1900 = 1890 etc.
Shader clock increments
Shader clock increments
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Re: Shader clock increments
No comments? I guess everybody knew this then 

Main rig: NZXT Phantom modded case with Danger Den WC, Gigabyte GA-P67-UD4-B3, [email protected],1.428V, 8GB GSkill Ripjaws 2133Mhz [email protected], MSI GTX 1060 3GT OC, Asus 24" 1ms 144hz, 2xOCZ Vertex4 128GB RAID0, Samsung 2TB; PC P&C 750W, Win7 Ultimate 64
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- camaroguy1998
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Re: Shader clock increments
I seen this about a year ago when I started pushing the limits on my GPU's!sbohdan wrote:No comments? I guess everybody knew this then
Great piece of info, Thank You!
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Re: Shader clock increments
I think that post was mine toocamaroguy1998 wrote:I seen this about a year ago when I started pushing the limits on my GPU's!sbohdan wrote:No comments? I guess everybody knew this then
Great piece of info, Thank You!

I just thought I do a refresh for the newbies

I remember when I first saw this, my shaders on my GF were like 4Mhz away from the increment limit, so I just adjusted them 4Mhz up and my PPD rose nicely

What I found out though, that you shouldn't adjust the shaders separate from the core - they should stay connected with Fermi (and up). Basicaly the shaders are twice in numbers than the core (ex. my GTX 470 is @ 811core/1622Shaders). My previous card was a GTX275 and it was a different situation - the shaders could be detached from the core and adjusted considerably higher. With Fermi you don't get the performance increase if you do that.
Main rig: NZXT Phantom modded case with Danger Den WC, Gigabyte GA-P67-UD4-B3, [email protected],1.428V, 8GB GSkill Ripjaws 2133Mhz [email protected], MSI GTX 1060 3GT OC, Asus 24" 1ms 144hz, 2xOCZ Vertex4 128GB RAID0, Samsung 2TB; PC P&C 750W, Win7 Ultimate 64
Laptop: Dell XPS 1530 (T9500; 4GB 800 RAM; 120GB Crucial SSD; 8600GT; WIN7 64bit)
my complete GFX tuneup & cooling mod: http://forums.legitreviews.com/viewtopi ... highlight=
Laptop: Dell XPS 1530 (T9500; 4GB 800 RAM; 120GB Crucial SSD; 8600GT; WIN7 64bit)
my complete GFX tuneup & cooling mod: http://forums.legitreviews.com/viewtopi ... highlight=
- camaroguy1998
- Legit Extremist
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Re: Shader clock increments
Now thats a piece of info I didnt know!sbohdan wrote: What I found out though, that you shouldn't adjust the shaders separate from the core - they should stay connected with Fermi (and up). Basicaly the shaders are twice in numbers than the core (ex. my GTX 470 is @ 811core/1622Shaders). My previous card was a GTX275 and it was a different situation - the shaders could be detached from the core and adjusted considerably higher. With Fermi you don't get the performance increase if you do that.
I'm running a 560Ti SC and have my shaders maxed out but core is still stock!
I'm going to give this a try!
Thanx Again!
ASUS Crosshair V- Formula Z - AMD 9590H2O
16G GSkill RipJaw - CoolerMaster Seidon cooler
Corsair RM750X - Samsung 840 EVO 500GB SSD
ASUS BW-12B1ST BD Burners(X2)
EVGA 560ti SC
ASUS 27" LED LCD monitor
Corsair 600T case
16G GSkill RipJaw - CoolerMaster Seidon cooler
Corsair RM750X - Samsung 840 EVO 500GB SSD
ASUS BW-12B1ST BD Burners(X2)
EVGA 560ti SC
ASUS 27" LED LCD monitor
Corsair 600T case