triple monitor setups are b*tchin'..... quad seems too much. However, I can't wait until we have six-monitor support with a chair that has a protracting keyboard that turns based on the movement of the mouse.
Nvidia's Kepler GTX 680: Powering the Next Gen
Quicker, quieter, and more power efficient, the GTX 680 is new "world's fastest" GPU.
A Closer Look at Kepler
SMX Design
Since the GTX series, Nvidia GPUs have been based on the Fermi architecture, which introduced DirectX 11 and OpenGL 4.0 support, as well as a new pipeline technology for improved tessellation performance. Kepler builds upon Fermi, but instead of simply increasing clock speeds to achieve better performance, it actually decreases them in favour of having more processing (CUDA) cores operating at lower speeds. It's much like Intel's transition from the "hotter than the surface of the sun" architecture of the Pentium 4, to the much more power-efficient Core architecture.
"Kepler is much like Intel's transition from the 'hotter than the surface of the sun' architecture of the Pentium 4, to the much more power-efficient Core architecture."
The 680's CUDA cores reside within the SMX. Most GPU functions are performed by the SMX, including pixel and geometry shading, physics calculations, texture filtering, and tessellation. Each SMX contains 192 CUDA cores, which is six times as many as Fermi, and the 680 contains eight SMX blocks for a total of 1,536 cores. This increase provides two times the performance per watt of Fermi. What that means for you is a graphics card with much greater performance at reduced power consumption of 195W compared to 250W in a GTX 580. The reduction is so great that the card requires only two six-pin power connectors, meaning less heat is generated, and smaller power supplies such as those in Alienware's console-sized X51 desktop can be used.
GPU Boost
Another performance-pushing feature of the 680 is GPU Boost, which dynamically overclocks the GPU from the base clock speed of 1GHz. That's possible thanks to some clever monitoring of the GPU's Thermal Design Power (TDP). Many games and applications don't tax the GPU to its maximum, leaving some TDP headroom available. In those cases the clock speed of the GPU is increased on the fly, typically by around 5 percent, but sometimes by as much as 10 percent, giving you a boost in performance.
What's neat is that feature is entirely automated, being integrated into the 680 drivers and hardware, so you get better performance with little effort on your part. That's not to say performance junkies can't push things further; like all previous GeForce cards, the 680's base clock can be overclocked as far as you're willing to push it.
FXAA
One of the key features in getting Samaritan to run on just a single graphics cards is FXAA, Nvidia's own custom anti-aliasing. Good anti-aliasing is important if you don't want your games to look like a jaggy mess around the edges of objects, with most modern games using some form of it. The most common is multi-sample anti-aliasing (MSAA), which was used extensively in the first Samaritan demo. While MSAA produces some beautiful results, it's a bit of a resource hog.
Nvidia's FXAA produces similar (if not better) results with its pixel shader image filter and other post-processing effects like motion blur and bloom. And it does so using much less of the GPU's resources. That means a performance hit of around 1ms per frame or less, resulting in frame rates that are around two times higher than 4xMSAA.
While FXAA has been around for some time, it has previously been dependent on developers' implementing it: if the game you'd bought didn't support it, you were out of luck. With the GTX 680, FXAA can be turned on from the Nvidia control panel, making it compatible with most games.
TXAA
And, as if that weren't enough AA talk for you, the Kepler architecture also features TXAA, which is a brand-new film-style AA technique that works exclusively on the GTX 680. It's a mix of hardware anti-aliasing, a custom CG film-style AA resolve, and--in the case of TXAA 2--an optional temporal component for better image quality.
Like FXAA, it also requires much less processing power, resulting in better performance. TXAA offers similar visual quality to 8xMSAA, but with the performance hit of 2xMSAA, while TXAA 2 offers image quality that is superior to 8xMSAA, but with the performance hit of 4xMSAA.
It's certainly impressive but will require game developers to support it in future titles, so you won't be able to go TXAA crazy from day one. That said, MechWarrior Online, The Secret World, Eve Online, Borderlands 2, BitSquid, Slant Six Games, Crytek, and Epic's upcoming Unreal Engine 4 have all promised to support the technology.
Adaptive VSync
"Like FXAA, Adaptive VSync doesn't require developer support, so you can simply turn it on in the Nvidia control panel when needed."
If you get annoyed by screen tearing or random stuttering in your favourite games, then Adaptive Vsync is for you. VSync is the process of presenting new frames at the same refresh rate as your monitor, that is, 60fps for your typical 60Hz monitor. The problem is, if you suddenly hit a particularly taxing area in your game that causes the frame rate to drop, rather than simply decreasing the frame rate slightly, it drops right down to 30Hz. This causes noticeable stuttering.
You might imagine the solution is to simply turn VSync off, but that presents its own problems. With VSync off, new frames are presented immediately, which causes a visible tear line onscreen at the switching point between old and new frames. It's exacerbated at higher frame rates, where the tearing gets bigger and more distracting.
Nvidia's solution to this predicament is Adaptive VSync, which switches VSync on and off on the fly. If your frame rate drops below 60fps, Vsync is automatically disabled, thus preventing any stuttering. Once you hit 60fps again, VSync is turned back on to reduce screen tearing.
Like FXAA, Adaptive VSync doesn't require developer support, so you can simply turn it on in the Nvidia control panel when needed.






