One other thought. Power, space and cooling requirements for a 1070 are much higher than for a 1050. So you'll need a more expensive power supply and possibly a more expensive case with more cooling for the 1070 as well.
Desktop PC to run the Galaxy games with plenty of headroom
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07-15-2017, 06:49 AM
(This post was last modified: 07-15-2017, 09:54 AM by andykara2003.)
(07-15-2017, 06:15 AM)Helios Wrote: If you're interested in Ubershaders, this is one of the cases where yes, you want a powerful GPU. Thanks again - Looking in the threads I think I would go with the a Nvidia card (1070 maybe) with D3D. Would I have to up my CPU as well for this? EDIT: thanks for your comments GreenT - I didn't know this. I think your point might be relevant to me because of the way I want to play the games. Basically, for gaming I prefer to just use the sleep function on my consoles to get straight into the game where I left off in a few seconds. So I was planning to do the same with Dolphin - As the PC will be solely dedicated to Dolphin, I would like to load up a game and have it running for a longish time (perhaps over a week or more), just using the sleep button on the PC case to turn the machine on and off, dipping in and out of the game without having to ever exit to windows. That way I always get into a game within a few seconds - that way of doing it would work wouldn't it? How long after starting a game do the shaders stop loading and the game becomes smooth? If say I played for 10 minutes, would the stuttering stop and the game would run 100% smoothly from there on in over the next weeks while I sleep and wake up the PC into the same game? If that's the case I think you're right & I could just stick with the build Helios suggested.. EDIT 2: Or do I have this wrong and the game will actually stutter the whole way through the first playthrough of a game on a particular build then be fine after that? I'm not sure how shader chaching works... 07-17-2017, 08:54 AM
It's the latter. Each time a new shader is introduced it has to be compiled, so after one full playthrough you should have most of them and won't see any more stuttering.
If you don't want the shader cache to disappear, stick with the stable version of Dolphin and don't upgrade your drivers until you're finished the game. 07-18-2017, 01:31 AM
(This post was last modified: 07-18-2017, 01:44 AM by andykara2003.)
Apologies for the double post:
After finding out about Ubershaders, I'm now looking to build a no holds barred PC that will *easily* absolutely nail Ubershaders in exclusive mode without ever skipping a beat. I can't stand stuttering in games and want the games to run *exactly* as they do on a real console. I'd like there to be enough headroom for the PC to never be struggling and to run at 4K (will be running supersampled on my 1080p TV until I get a 4K TV.) Am I looking at a GTX1080/ti? If so I might as well max out the CPU as well so as not to bottleneck the GPU in PC games. The most important games for me are the Mario Galaxy games which apparently are more demanding than others. Also Metroid Prime 1 from the trilogy on Wii. The other option is to wait for the next refresh of Nvidia's cards (prob next spring) by which time the Ubershader process might have been made efficient enough to run flawlessly on mid range cards (say a theoretical GTX1160 for example). Of course coffee lake will be out then as well which looks to be quite a jump in performance over Kaby lake.. Any wisdom would be very welcome 07-18-2017, 05:50 AM
I think one a Dolphin dev was able to get exclusive mode running well on a GTX 760 at 2x resolution? Since 3x is 1080p I can't imagine you'd need much more.
Maybe a 1060? Not sure, I haven't paid much attention to ubershaders outside of Intel GPUs. 07-18-2017, 05:59 AM
Thanks - I'm new so have been seeing 2xIR, 3xIR (internal resolution?) and am not 100% sure what it means - is it 3 x the original resolution that the Wii put out, so 3 x 640x480 or is it 3 x your flatscreen's resolution, so in my case 3 x 1080p and supersampled down to 1080p?
(07-18-2017, 05:59 AM)andykara2003 Wrote: Thanks - I'm new so have been seeing 2xIR, 3xIR (internal resolution?) and am not 100% sure what it means - is it 3 x the original resolution that the Wii put out, so 3 x 640x480 or is it 3 x your flatscreen's resolution, so in my case 3 x 1080p and supersampled down to 1080p? It's 3x of the resolution that a real Wii renders at. (That resolution varies a little from game to game, so it's not guaranteed to be 640x480 exactly, but it's almost always something similar.) 07-18-2017, 06:16 AM
(This post was last modified: 07-18-2017, 06:25 AM by andykara2003.)
Thanks, so if we assume an average game is 640x480, then 640x480 is 307,200 pixels. 1080p is 2,073,600 pixels which is 6.75 times as much. So does that means I have to output nearly 7xIR just to get 1080p?
[EDIT: - sorry I should have researched this first - I found the info here.] 07-18-2017, 06:20 AM
(07-18-2017, 06:16 AM)andykara2003 Wrote: Thanks, so if we assume an average game is 640x480, then 640x480 is 307,200 pixels. 1080p is 2,073,600 pixels which is 6.75 times as much. So does that means I have to output nearly 7xIR just to get 1080p? No. The 3x is applied per axis, so if the native resolution is 640x480, 3x would be 1920x1440. |
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