Insane Eyefinity Surround Testing - 10320x1440 Resolution - Part 2

Linus Tech Tips ·Linus Tech Tips ·2015-05-07 · 1,814 words · ~9 min read
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0:00 now in my first video about this configuration the one in front of me
0:04 which you can check out here i talked about the media consumption experience
0:09 and the productivity implications of having literally
0:13 eight feet of monitor in front of you
0:16 then i committed to follow up with you guys with a part two video where i just
0:21 dug into the gaming performance of this bad boy of a setup it took a while just
0:27 like part three of mineral oil which i promise is coming next week so make sure
0:31 you're subscribed so you don't miss it but at long last i took some advice from
0:36 you guys some advice from skip over at widescreen gaming forum and i found a
0:41 nice cross-section of games from different genres to throw at it to
0:45 investigate the performance of our system at this mondo resolution and how games
0:51 react to being stretched in some cases over three times wider than they were
0:57 ever intended in fact in most cases over three times wider than they were
1:01 intended
1:08 the cooler master neptune 240m features an exclusive pump design and their new
1:13 celencio fans to provide impressive near-silent performance click now to
1:17 learn more 14.86
1:21 megapixels that is the pixel count of
1:25 our triple surround curved 34-inch monitor setup from lg we're talking
1:29 about a surface here that is just slightly harder to drive than even the
1:34 brand new 5k imac retina display
1:37 kajigger thing that apple recently released and when you consider that even
1:41 high-end gaming pcs these days are only really designed to operate from about
1:46 1080p up to 4k at the max expecting them
1:50 to not to buckle when we throw seven times the resolution of 1080p at a
1:56 gaming rig it seems a little unreasonable so we needed more than just
1:59 a high-end pc we built the autobahn hammer equipped with a core i7 5930k
2:06 at 4.7 gigahertz aio liquid cooling a
2:09 1500 watt power supply and 32 gigs of dominator platinum ddr4 RAM from Corsair
2:14 an ASUS rampage 5 extreme motherboard and the centerpiece three sapphire
2:20 vaporex r9 290x 8 gig graphics cards
2:24 running in crossfire why 8 gigs you might ask well when you scale raw GPU
2:29 power by adding more cards you are still stuck with the amount of RAM of a single
2:34 card so the only way to kit out our three-way setup with more RAM was to use
2:39 cards that have more each in the first place
2:43 so let's start with the games that deliver a great ultra wide screen
2:46 experience dirt showdown is almost the perfect poster child here for how
2:51 awesome this gaming setup can be the
2:54 resolution just shows up in the menus it
2:57 runs great averaging 52 FPS at ultra with two times msaa and while it doesn't
3:03 render the game with multiple cameras to eliminate stretching on the side
3:07 monitors it handles this better than most single camera games with only the
3:12 outside 15 or so where you'll rarely be looking anyway being unpleasantly
3:17 distorted the next one is iracing the popular online racing sim this one could
3:23 earn poster child status too if not for the small rendering errors in the
3:28 protective cage on the left and the harnesses on the right menus were
3:31 perfect field of view adjustments are handled with a simple hotkey in game and
3:36 being surrounded by the cockpit with a very wide field of view legitimately
3:41 makes it feel more like you're in a vehicle it also ran very well at around
3:46 80 FPS at max with mirrors enabled uh
3:49 2048 by 2048 textures and all the RAM sliders cranked
3:54 the next game type and uh games where you sit in a cockpit being good for
3:59 surround is definitely a pattern at this point that can benefit from our surround
4:03 setup is star citizen but as we discovered it's and whether it's
4:08 an optimization issue a bottleneck elsewhere in the system or just the
4:12 sheer demand of running it at this resolution star citizen ran at 8
4:18 FPS in the racing module at low and then curiously ran at 8 FPS at very high the
4:25 game isn't released yet so they've got time but while the menu system wasn't
4:30 perfect at least everything was visible on screen which is an excellent starting
4:34 point our next game is civilization beyond earth and this is a bit of a
4:38 unique one in that it's the only top-down view game that we're running and it's a
4:44 mantle title and that it also features an unusual crossfire mode thanks to the
4:49 way that mantel allows game devs to leverage the GPU or gpus more directly
4:54 than has been possible in the past so instead of each GPU rendering
4:58 alternating frames the gpus divide up the workload and each renders part of
5:03 the same frame neato the game looks beautiful and runs at just over 30 FPS
5:09 at medium settings in the worst case scenario built-in benchmark with a
5:13 massive amount of terrain visible on screen and that's fine for a turn-based game
5:19 but the experience really wasn't that great
5:23 to actually play it because ui elements
5:26 are so spread out to the left and the right that i found myself getting very
5:31 frustrated this could be addressed with a patch though and not all top-down
5:35 games will have this issue our second
5:38 mantle game i mean you got to try to leverage those 290 x's somehow right is
5:42 dragon age inquisition third person view games tend to handle widescreen better
5:47 than a lot of other genres and even though dragon age inquisition renders
5:51 from only one camera angle causing stretching on about the outer half of
5:55 the outside monitors it ran at about 31 FPS at high with ultra textures using
6:00 the built-in benchmark it kept all the ui elements on the center monitor where
6:04 they can be more easily accessed and it makes a reasonable case for widescreed
6:09 gaming one of my favorite games to test with
6:12 well anything is tomb raider 2013 and it
6:15 handled this setup really well as well as another third person game it required
6:20 no fov adjustments it leverages multi-GPU configurations extraordinarily
6:25 well man that game's well optimized so the game was playable at around 48 FPS
6:29 at very high with tres fx enabled and
6:32 other than the usual single camera issue of objects appearing to be nearer to you
6:36 than they actually are in your peripheral vision it ran flawlessly
6:41 shadow of mordor i threw in just as an interesting case study it allows me to
6:46 demonstrate some of the issues that can occur when trying to run games in any
6:50 multi-monitor setup let alone a super ultra megawide one like this because
6:55 even with the brilliant flawless widescreen utility by hayden the game
7:00 itself runs okay but the menus are completely impossible to navigate and uh
7:05 the other cool thing about this game is that it's super easy to create a very
7:08 demanding scenario for GPU vram with their ultra texture pack so running
7:13 shadow of mortar at whatever settings i was running at that
7:17 one time i got it working with ultra textures i i i have no idea i mean it
7:21 was spent across the monitors it looked really good frame rate was balls around
7:25 30 FPS and average performance was over four gigs
7:29 of vram per GPU the only time that happened where we would have actually
7:34 needed more than a four gig GPU um i i
7:37 wasn't able to verify anything because i couldn't navigate the menus so
7:41 yeah i only ran one FPS game because frankly
7:45 first person shooters are not a great genre for this kind of setup in general
7:48 and they're just mostly not made for it too valve games are about as seamless an
7:53 experience as you can expect to have with launcher arguments available to
7:57 force a given resolution and field of view adjustments available through
8:00 simple commands in the console but given how hectic and disorienting the
8:06 first person view can be compared to third person when you're moving around
8:10 quickly even under normal circumstances having objects appear to move towards
8:14 and away from you as you turn is only going to make matters worse so while it
8:18 ran extraordinarily well at over 200 FPS maxed out
8:22 portal 2 was just not that great of an experience
8:27 so i guess it's conclusion time what is what is this whole thing what's it
8:31 really like to use well when it works it's really cool when it doesn't work
8:36 which is more often than not like like
8:39 vastly more often than not most of the games i selected are from widescreen
8:43 gaming forums silver or gold certified games list because they have relatively
8:48 few issues with field of view heads-up display elements and menu navigability
8:53 um when it doesn't work it's absolutely
8:56 infuriating i think the worst ones for me are the ones like beyond earth where
9:01 the experience is really cool but then it gets crippled by one glaring
9:06 oversight like if i want to use mouse look for moving around the view of the
9:11 map i'm going all the way from the left to the right edge and back and back and
9:15 forth like that so the big question is would i invest the
9:20 six thousand dollars required for three
9:23 eight gig gpus and three 34-inch monitors for myself
9:28 no while more vibram is cool i think we
9:31 demonstrated that unless you're actually playing modern titles at resolutions
9:35 beyond 4k where even our triple 290x
9:38 crossfire setup that pulled a massive 800 watts from the wall in games
9:43 struggled it's not the kind of thing that you'll need at the moment but maybe
9:47 that was the point of this video just building something no one will buy
9:52 because they know better just for the sheer spectacle of it am i right
9:56 guys thank you for watching like this video if you liked it dislike it if you
10:00 disliked it leave a comment if your feelings are more complicated than this as always there's a link in the video
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10:14 three massive monitors to put on your desk or your huge desk your 8-foot desk
10:20 thanks again for watching and as always don't forget to subscribe
10:33 you