WEBVTT - What Are Graphics Cards Good For?

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<v Speaker 1>Welcome to Tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I am an executive producer for I Heart Radio,

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<v Speaker 1>and I love all things tech and I'm just back

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<v Speaker 1>after a week off on vacation, and I nearly forgot

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<v Speaker 1>how my intro goes. So that shows how my brain works.

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<v Speaker 1>But enough of that. So I follow a lot of

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<v Speaker 1>gamers and streamers, and there's some folks I just, you know,

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<v Speaker 1>find really entertaining, and when their love of games comes

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<v Speaker 1>through on top of them being entertaining, I know I've

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<v Speaker 1>really hit something that appeals to me. And in mid

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<v Speaker 1>September twenty it seemed like every single person I followed

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<v Speaker 1>was chatting about something called the r t X thirty

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<v Speaker 1>ninety or in some cases, the thirty eight. And the

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<v Speaker 1>gamers elt they're already know exactly where I'm headed on

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<v Speaker 1>this one. But while I love video games, I'm not

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<v Speaker 1>exactly dialed into the heart of hardcore competitive gaming. And

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<v Speaker 1>so I had no clue what the heck this thing was.

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<v Speaker 1>I mean, I had an inkling, but I had to

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<v Speaker 1>look it up. And it's a new high performance graphics

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<v Speaker 1>card with a graphics processing unit or GPU. So today

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<v Speaker 1>I thought we would talk a little bit about GPUs

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<v Speaker 1>in general, where they originated, why they're important for modern games,

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<v Speaker 1>and why they can be so hard to get hold

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<v Speaker 1>of as well as so expensive. And here's another interesting tidbit,

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<v Speaker 1>the main reason they're hard to get hold of has

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<v Speaker 1>nothing to do with video games. Will also cover why

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<v Speaker 1>the r t X thirty eight and the thirty nine

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<v Speaker 1>cards have had a well, let's call it a troubled launch. Now,

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<v Speaker 1>despite the fact that graphics cards have been around for

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<v Speaker 1>more than two decades, there's still something that I have

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<v Speaker 1>only had limited experience with. And here's where the grumpy

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<v Speaker 1>old man Jonathan comes out to, you know, shake his

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<v Speaker 1>fist at a passing cloud. See. I come from a

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<v Speaker 1>time when your CPU, the amount of RAM your computer had,

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<v Speaker 1>and the operating system you were running were really the

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<v Speaker 1>only things that mattered when it came to which games

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<v Speaker 1>you could actually play on your machine or how well

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<v Speaker 1>those games would perform on your PC. Heck, I remember

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<v Speaker 1>when games first started requiring that your PC run on Windows,

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<v Speaker 1>and I was a Windows holdout. I preferred the fast

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<v Speaker 1>responsiveness and lighter framework of DOSS. The doss user interface

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<v Speaker 1>consisted of command prompts. You would actually type in stuff

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<v Speaker 1>in a line command to change directories and navigate to

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<v Speaker 1>where a file was, and then type out the execute

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<v Speaker 1>file to really get it started. Now, it wasn't actually

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<v Speaker 1>hard to do, but it also was not intuitive at all,

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<v Speaker 1>and it stood as a barrier for the average person

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<v Speaker 1>to you know, embrace computers. Windows made stuff easier to understand.

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<v Speaker 1>You just, you know, move your cursor to the picture

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<v Speaker 1>that represents whatever it is you want to do, and

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<v Speaker 1>then you click on it. That was super simple. But

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<v Speaker 1>Windows also required more processing power from the PC, and

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<v Speaker 1>so I was of the snooty opinion that I would

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<v Speaker 1>rather set aside that power for the stuff I was

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<v Speaker 1>running on the computer, apart from the operating system. That's

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<v Speaker 1>how old I am. Also, Eventually it didn't matter. Eventually

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<v Speaker 1>games started requiring Windows and I had to give in.

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<v Speaker 1>Over time, game developers began building out games that required

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<v Speaker 1>more umph from the PCs that were running the games,

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<v Speaker 1>and sometimes that meant you just had to have, you know,

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<v Speaker 1>a pretty recent CPU to run the game, which meant

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<v Speaker 1>that if you were relying on a computer that was

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<v Speaker 1>a year old or older, you might be out of

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<v Speaker 1>luck unless you could upgrade your machine, or you know,

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<v Speaker 1>and really severe cases, you'd have to go out and

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<v Speaker 1>buy a whole new one. But one thing that PCs

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<v Speaker 1>had that really opened up some opportunities were expansion slots

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<v Speaker 1>built into the motherboard. Now, these are standardized slots that

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<v Speaker 1>are that are built into that mother board. There's been

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<v Speaker 1>a couple of different standards over the years, but pc

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<v Speaker 1>I expresses the current one. The motherboard is the main

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<v Speaker 1>circuit board of a PC. That's where you'll find components

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<v Speaker 1>like the CPU that connect to other components like memory

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<v Speaker 1>or the power supply will connect to the motherboard to

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<v Speaker 1>supply power to all the components. So motherboard manufacturers would

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<v Speaker 1>frequently include slots that would allow for additional cards to

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<v Speaker 1>plug into the circuit board, thus expanding the capabilities of

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<v Speaker 1>your PC. All the wiring, all the circuitry was there

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<v Speaker 1>to work with the other parts of the motherboard. So

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<v Speaker 1>if a card manufacturer, you know, a company that makes

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<v Speaker 1>expansion cards, as long as they adhered to the standard,

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<v Speaker 1>then you could buy the card, you could open up

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<v Speaker 1>your computer case, you could plug the card into one

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<v Speaker 1>of those pc I express slots. These days, on the motherboard,

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<v Speaker 1>you reassemble the case, you know, make sure everything's lined

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<v Speaker 1>up properly with the backplate of your case, and voila,

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<v Speaker 1>you've got added functionality to your PC without having to

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<v Speaker 1>replace the whole darn thing. And manufacturers made all sorts

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<v Speaker 1>of cards, and I think I first really became aware

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<v Speaker 1>of this upon the release of various sound cards, which

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<v Speaker 1>would allow PCs to produce all sorts of wondrous sounds, music,

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<v Speaker 1>and spound special effects, that kind of thing. The early

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<v Speaker 1>PCs could essentially just beep. I mean, even R two

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<v Speaker 1>D two had a more extensive vocabulary, but sound cards

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<v Speaker 1>allowed for virtual orchestras to play on your machine. By

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<v Speaker 1>the way, if you seek out videos of early sound

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<v Speaker 1>cards playing computer music, you're probably gonna laugh at my

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<v Speaker 1>description because it definitely sounds primitive compared to what a

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<v Speaker 1>PC out of the box can do these days. Now.

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<v Speaker 1>Graphics cards followed close behind sound cards. The first card

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<v Speaker 1>to be described as having a graphics processing unit was

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<v Speaker 1>the G Force two fifty six from in Video in Videos,

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<v Speaker 1>the same company that's behind the recent rt X thirty

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<v Speaker 1>eight cards. By the way, more on that later. But

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<v Speaker 1>what the heck does a graphics card actually do well.

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<v Speaker 1>It's first good to remember what a CPU or central

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<v Speaker 1>processing unit does. It's the CPUs job to execute instructions

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<v Speaker 1>upon data. The data flows into the CPU from input

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<v Speaker 1>devices like a keyboard or a touch screen, as well

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<v Speaker 1>as from stored locations like a computer memory or hard drives,

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<v Speaker 1>and the instructions come from programs or input devices. And

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<v Speaker 1>instructions are mathematical operations, So it might be something as

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<v Speaker 1>simple as add this one really big number to that

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<v Speaker 1>other really really big number, and then compare the result

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<v Speaker 1>to this other number, whereupon a specific outcome will follow

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<v Speaker 1>based on that comparison. Really, everything your computer does is

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<v Speaker 1>a result of processes like this. You could think of

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<v Speaker 1>it as I choose your own adventure book, which I

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<v Speaker 1>guess also kind of dates me. But by that I

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<v Speaker 1>mean you can think of a path that branches into

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<v Speaker 1>lots of other potential pathways, and the results of a

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<v Speaker 1>math problem determine which of those potential pathways you actually

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<v Speaker 1>go down. Now, we describe the speed of a CPU

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<v Speaker 1>as terms of clocks. Speed that refers to the number

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<v Speaker 1>of pulses the CPU generates every second, and these regular

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<v Speaker 1>pulses synchronize operations on the computer, and they determine the

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<v Speaker 1>speed at which the CPU can carry out instructions on data.

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<v Speaker 1>So generally speaking, the higher the clock speed or clock

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<v Speaker 1>rate of a computer, the more instructions CPU can carry

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<v Speaker 1>out per second, and the quote unquote faster the processor is.

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<v Speaker 1>We express this in terms of hurts h E R

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<v Speaker 1>t Z. That refers to cycles per second. One pulse

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<v Speaker 1>would be one cycle. So if you have a computer

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<v Speaker 1>with a three point two giga hurts processor, that processor

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<v Speaker 1>is pulsing three point two billion times every second. As

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<v Speaker 1>game developers began making more sophisticated games, particularly as the

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<v Speaker 1>era of three D graphics dawned, meaning you know, graphics

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<v Speaker 1>that appeared to be three dimensional rather than a two

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<v Speaker 1>dimensional representation, you know, the more like cardboard cutout looking stuff.

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<v Speaker 1>Before the three D graphics era, that's when CPUs were

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<v Speaker 1>starting to hit a choke point. The CPU has to

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<v Speaker 1>handle pretty much all the processing, though in some cases

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<v Speaker 1>you might have what's called a coprocessor to tackle specific

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<v Speaker 1>subsets of mathematical problems. Graphics cards would become another type

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<v Speaker 1>of coprocessor. They would shoulder the work of processing the information,

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<v Speaker 1>specifically relating to presenting graphics on a display and remove

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<v Speaker 1>that responsibility from the CPU, freeing it up so it

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<v Speaker 1>could continue to work on you know, other stuff. Together,

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<v Speaker 1>the CPU and the GPU could handle all the processing

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<v Speaker 1>that the game required and create a really cool experience

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<v Speaker 1>for the player, you know, for a price. It was

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<v Speaker 1>right around this time, in the late nineties when I

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<v Speaker 1>got out of PC games for a pretty long time. See,

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<v Speaker 1>I had grown frustrated with the need to update my

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<v Speaker 1>machine on a regular basis if I wanted to play

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<v Speaker 1>the latest games. I hated the idea of having to

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<v Speaker 1>buy an expensive graphics card every so often and then

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<v Speaker 1>also upgrading my entire computer, or at least replacing the

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<v Speaker 1>CPU every couple of years. On top of that, I mean,

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<v Speaker 1>come on, these these components are expensive. Buying a new

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<v Speaker 1>computer is even more expensive. And in the late nineties,

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<v Speaker 1>I was what we like to call poor, or at

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<v Speaker 1>least I wasn't making enough money to be able to

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<v Speaker 1>keep up with that cycle of upgrading if I wanted

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<v Speaker 1>to play the latest games. So I fell off of

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<v Speaker 1>PC games for a really long time, and instead I

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<v Speaker 1>saved up my money and made a switch over to

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<v Speaker 1>consoles like the Nintendo sixty four. That kind of stuff,

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<v Speaker 1>because one thing you can depend upon with consoles, at

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<v Speaker 1>least until more recent generations have proven otherwise, is that

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<v Speaker 1>a game that's released on launch day of a console,

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<v Speaker 1>the day the console comes out, and a game that

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<v Speaker 1>is released at the very end of a console's life

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<v Speaker 1>cycle should both run just fine on that console. Now,

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<v Speaker 1>the later games should be better as developers learn how

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<v Speaker 1>to optimize for a console's hardware, but both games should

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<v Speaker 1>run just fine. You you don't have to worry about

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<v Speaker 1>your console not having the capacity to run the game.

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<v Speaker 1>Consoles aren't designed to be upgraded generally, and so game

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<v Speaker 1>developers have to work within those limitations and optimize their

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<v Speaker 1>games to run on standardized hardware. PCs are totally different.

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<v Speaker 1>PCs can come in up entire spectrum of capacities and capabilities,

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<v Speaker 1>and generally speaking, game developers want to make the coolest

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<v Speaker 1>stuff out there, so they're taking aim at the heavier

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<v Speaker 1>hitting end of the PC market. Usually there are ways

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<v Speaker 1>to reduce settings so that you can at least play

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<v Speaker 1>more advanced games on more modest hardware, but at some

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<v Speaker 1>point you just feel like you're no longer giving the

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<v Speaker 1>experience you want and you feel obligated to upgrade now.

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<v Speaker 1>Even though I got out of the whole PC gaming

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<v Speaker 1>thing for a long time, it turns out that the

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<v Speaker 1>PC game industry was going strong without me, which I

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<v Speaker 1>personally find very insulting. Developers were making increasingly impressive games,

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<v Speaker 1>and GPU companies like in Video followed suit by creating

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<v Speaker 1>more capable graphics cards, and that was really a necessity

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<v Speaker 1>that ties into a Rye observation about computing power. Okay,

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<v Speaker 1>so a lot of folks have heard about Moore's law,

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<v Speaker 1>which we usually use in reference to how computer processing

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<v Speaker 1>speeds improve over time. The original observation Gordon Moore made

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<v Speaker 1>decades ago was that, due to market factors, silicon chip

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<v Speaker 1>manufacturers were cramming about twice as many components onto a

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<v Speaker 1>single square inch of a silicon wafer as they had

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<v Speaker 1>two years previously, and they do this by shrinking down

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<v Speaker 1>those individual components so they're about half the size as

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<v Speaker 1>they had been, and that as long as the market

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<v Speaker 1>continued to place this kind of demand on an increase

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<v Speaker 1>in processing power, that trend would likely continue until it

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<v Speaker 1>would become physically impossible to achieve because you just could

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<v Speaker 1>not reduce the components in size any further due to

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<v Speaker 1>the limitations of physics. Now these days we dumb all

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<v Speaker 1>that down to say essentially that computers double in processing

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<v Speaker 1>power about every two years, So a typical computer in

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<v Speaker 1>twenty has about twice the processing capability of a typical

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<v Speaker 1>computer from However, there's another observation called Worth's law, and

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<v Speaker 1>it's named after a Swiss computer scientist named Nicholas Worth.

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<v Speaker 1>The Worth himself credited another computer programmer named Martin Riser

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<v Speaker 1>with the idea. Worth's law states that the demands of

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<v Speaker 1>software grow faster than the increase in capability of hardware.

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<v Speaker 1>So while processing speed was doubling every two years, the

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<v Speaker 1>demands of software were such that this otherwise incredible increase

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<v Speaker 1>in capability was hard to detect because the software of

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<v Speaker 1>the time that people were writing was growing more demanding.

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<v Speaker 1>This also would feed into the perception that a computer

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<v Speaker 1>would become obsolete super fast. Like you know. The joke

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<v Speaker 1>was that by the time you got a computer home

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<v Speaker 1>from the store and you got it out of the

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<v Speaker 1>box and you plugged it in, it would be outclassed

0:15:03.880 --> 0:15:07.040
<v Speaker 1>by a brand new PC unveiled at the very same

0:15:07.080 --> 0:15:10.120
<v Speaker 1>store where you bought yours. From and while that was

0:15:10.200 --> 0:15:13.200
<v Speaker 1>an exaggeration, it often felt like it was pretty close

0:15:13.240 --> 0:15:16.880
<v Speaker 1>to the truth. The software bloat was forcing people to

0:15:17.000 --> 0:15:20.840
<v Speaker 1>either rely on older programs that could still run on

0:15:20.880 --> 0:15:24.320
<v Speaker 1>their PCs, or else cough up the cold hard cash

0:15:24.400 --> 0:15:29.440
<v Speaker 1>to buy a new computer or upgrade their current machine. Now,

0:15:29.600 --> 0:15:34.800
<v Speaker 1>this cycle was felt throughout the entire PC community, but

0:15:35.040 --> 0:15:40.840
<v Speaker 1>gamers felt it particularly acutely Worth observation or you know,

0:15:41.040 --> 0:15:44.600
<v Speaker 1>risers if you prefer, though truthfully, people were already kind

0:15:44.600 --> 0:15:48.640
<v Speaker 1>of becoming aware of this general trend around that same time. Anyway,

0:15:48.680 --> 0:15:53.080
<v Speaker 1>that observation was published in the first graphics card to

0:15:53.520 --> 0:15:57.280
<v Speaker 1>have what in video called a g PU would debut

0:15:57.480 --> 0:16:00.440
<v Speaker 1>a couple of years later. The GPU U was in

0:16:00.520 --> 0:16:05.200
<v Speaker 1>many ways a response to the problem presented by Worth's law.

0:16:05.560 --> 0:16:08.680
<v Speaker 1>Game developers were coming up with lots of new tools

0:16:08.720 --> 0:16:11.920
<v Speaker 1>that allowed them to build more spectacular games, but that

0:16:12.000 --> 0:16:17.120
<v Speaker 1>in turn placed increasingly heavy demands on computers. Graphics cards

0:16:17.120 --> 0:16:20.720
<v Speaker 1>were a necessity to meet those demands that the games

0:16:20.720 --> 0:16:24.080
<v Speaker 1>were placing on the computer systems, and it in turn

0:16:24.160 --> 0:16:28.440
<v Speaker 1>helped perpetuate this cycle. I'll explain in more detail how

0:16:28.520 --> 0:16:32.400
<v Speaker 1>graphics cards help out, but generally speaking, it's a pretty

0:16:32.440 --> 0:16:38.200
<v Speaker 1>simple concept. The graphics card has its own microprocessor, similar

0:16:38.320 --> 0:16:42.760
<v Speaker 1>in many ways to a CPU, but a CPU is

0:16:42.800 --> 0:16:46.200
<v Speaker 1>a general purpose device now. That means it needs to

0:16:46.240 --> 0:16:50.800
<v Speaker 1>be able to handle a wide spectrum of different tasks,

0:16:50.840 --> 0:16:54.520
<v Speaker 1>and processors are a lot like people in this way.

0:16:54.720 --> 0:16:58.520
<v Speaker 1>If you dedicate yourself to learning how to do one thing,

0:16:59.080 --> 0:17:03.640
<v Speaker 1>like really focus on just one thing, then eventually you're

0:17:03.720 --> 0:17:06.960
<v Speaker 1>likely to get super good at that one thing. You've

0:17:06.960 --> 0:17:10.520
<v Speaker 1>blocked everything else out. If, however, you decide you want

0:17:10.560 --> 0:17:12.040
<v Speaker 1>to be a jack of all trades, you want to

0:17:12.119 --> 0:17:15.800
<v Speaker 1>learn lots of things, chances are you will not reach

0:17:15.880 --> 0:17:20.280
<v Speaker 1>the same level of expertise with any single task as

0:17:20.320 --> 0:17:23.800
<v Speaker 1>you would if you had just focused on that specific task.

0:17:24.440 --> 0:17:26.320
<v Speaker 1>You can do all of them, and maybe you can

0:17:26.400 --> 0:17:29.200
<v Speaker 1>even do them well, but not at the same level

0:17:29.320 --> 0:17:34.040
<v Speaker 1>as if you had specialized. Well. The GPU is like

0:17:34.200 --> 0:17:37.920
<v Speaker 1>a specialist. It doesn't have to handle all the other

0:17:38.000 --> 0:17:41.760
<v Speaker 1>tasks that a CPU has to perform. It can focus

0:17:41.800 --> 0:17:46.119
<v Speaker 1>on more specific types of operations, which means chip designers

0:17:46.160 --> 0:17:50.000
<v Speaker 1>can create a more efficient architecture to carry out those

0:17:50.160 --> 0:17:55.920
<v Speaker 1>specific processes. Specializing allows the GPU to perform a subset

0:17:55.960 --> 0:18:00.280
<v Speaker 1>of tasks far more efficiently. Than a typical CPU could day.

0:18:00.840 --> 0:18:03.639
<v Speaker 1>When we come back, I'll go into this a little

0:18:03.640 --> 0:18:15.080
<v Speaker 1>bit more, but first let's take a quick break. Before

0:18:15.119 --> 0:18:18.159
<v Speaker 1>the break, I talked about the motherboard. You know, the

0:18:18.160 --> 0:18:21.919
<v Speaker 1>primary circuit board in a computer. The motherboard has the

0:18:21.960 --> 0:18:25.280
<v Speaker 1>circuitry that connects the CPU to the different components in

0:18:25.320 --> 0:18:28.879
<v Speaker 1>the system, like memory and stuff. Well, a graphics card

0:18:29.520 --> 0:18:32.760
<v Speaker 1>is at its heart a printed circuit board that in

0:18:32.800 --> 0:18:37.320
<v Speaker 1>many ways is similar to a motherboard. It's smaller and

0:18:37.359 --> 0:18:40.800
<v Speaker 1>it's designed to connect to the mother board itself, but

0:18:40.840 --> 0:18:42.800
<v Speaker 1>it's got a lot of the same stuff you will

0:18:42.880 --> 0:18:47.119
<v Speaker 1>find on a typical PCs motherboard. At the heart of

0:18:47.160 --> 0:18:50.119
<v Speaker 1>the printed circuit board in the graphics card is the

0:18:50.160 --> 0:18:54.560
<v Speaker 1>graphics processing unit itself, or the GPU, but you'd also

0:18:54.640 --> 0:18:58.680
<v Speaker 1>have RAM dedicated to the GPU, just as the mother

0:18:58.760 --> 0:19:02.520
<v Speaker 1>board has its own AM dedicated to the CPU. So

0:19:02.560 --> 0:19:04.520
<v Speaker 1>I guess I should give you guys as a quick

0:19:04.560 --> 0:19:09.719
<v Speaker 1>reminder of what RAM is. RAM stands for random access memory,

0:19:09.960 --> 0:19:13.800
<v Speaker 1>and it's a type of temporary computer storage. The purpose

0:19:13.880 --> 0:19:18.000
<v Speaker 1>of RAM is to hold information that the CPU, or

0:19:18.080 --> 0:19:21.240
<v Speaker 1>in the case of the graphics card, the GPU needs

0:19:21.359 --> 0:19:24.960
<v Speaker 1>to reference frequently. So RAM access kind of short term

0:19:25.000 --> 0:19:28.760
<v Speaker 1>memory a quick reference for these processors, and RAM helps

0:19:28.840 --> 0:19:33.280
<v Speaker 1>reduce the weight time for a program to complete an operation.

0:19:33.720 --> 0:19:36.360
<v Speaker 1>So when your computer is running a program, it will

0:19:36.400 --> 0:19:40.480
<v Speaker 1>load some information into RAM. This is the stuff that

0:19:40.520 --> 0:19:44.000
<v Speaker 1>the processor is going to need most frequently to do

0:19:44.080 --> 0:19:47.560
<v Speaker 1>whatever the program needs it to do. Now, RAM has

0:19:47.600 --> 0:19:52.439
<v Speaker 1>a limited capacity with most PC manufacturers, including you know,

0:19:52.800 --> 0:19:55.440
<v Speaker 1>some RAM, but they don't max it out. They leave

0:19:55.480 --> 0:19:58.000
<v Speaker 1>it up to the end consumer who can choose to

0:19:58.080 --> 0:20:00.680
<v Speaker 1>purchase more RAM and then in to all it on

0:20:00.720 --> 0:20:05.240
<v Speaker 1>the motherboard. Typically, not all motherboards allow you to do this. Uh,

0:20:05.280 --> 0:20:09.800
<v Speaker 1>some companies are less open to you adding more memory

0:20:09.840 --> 0:20:14.840
<v Speaker 1>to their systems. Cough Apple cough. The motherboard itself will

0:20:14.920 --> 0:20:17.920
<v Speaker 1>have limitations to how much memory it can support. There

0:20:18.040 --> 0:20:21.480
<v Speaker 1>is a top cap. You can't just keep adding RAM

0:20:21.600 --> 0:20:25.720
<v Speaker 1>chip after ramchip. You will eventually cap out. And that

0:20:25.840 --> 0:20:28.280
<v Speaker 1>also means that eventually you have to do a more

0:20:28.320 --> 0:20:32.760
<v Speaker 1>extensive upgrade to keep up with evolving technology, as you

0:20:32.800 --> 0:20:36.800
<v Speaker 1>will eventually encounter components that the old motherboard just can't support,

0:20:36.960 --> 0:20:39.520
<v Speaker 1>so you'll have to you know, go up a step.

0:20:39.960 --> 0:20:42.600
<v Speaker 1>You could, I guess keep pulling parts out of your

0:20:42.640 --> 0:20:46.879
<v Speaker 1>PC and replacing them bit by bit but sometimes it

0:20:46.920 --> 0:20:48.399
<v Speaker 1>just gets to a point where it's better to go

0:20:48.400 --> 0:20:52.080
<v Speaker 1>ahead and build a whole new machine. By loading information

0:20:52.320 --> 0:20:56.760
<v Speaker 1>into RAM, the computer limits how frequently the processor has

0:20:56.800 --> 0:20:59.760
<v Speaker 1>to send a command to retrieve information from the longer

0:21:00.119 --> 0:21:03.960
<v Speaker 1>term storage like a hard drive disk, and that process

0:21:03.960 --> 0:21:08.200
<v Speaker 1>takes a little longer, actually much longer in computer terms,

0:21:08.600 --> 0:21:12.520
<v Speaker 1>than accessing information that's stored in RAM. So you've likely

0:21:12.600 --> 0:21:15.280
<v Speaker 1>heard that one way to speed up your computer is

0:21:15.320 --> 0:21:19.200
<v Speaker 1>to add more memory. Now the computer itself isn't actually

0:21:19.240 --> 0:21:23.880
<v Speaker 1>operating faster. Rather, it can load more information into that

0:21:24.040 --> 0:21:28.320
<v Speaker 1>temporary memory that RAM, and thus reduce the need to

0:21:28.359 --> 0:21:31.879
<v Speaker 1>go hunting for the information in long term storage. That

0:21:31.960 --> 0:21:36.440
<v Speaker 1>cuts down on delays and lags. So the processor isn't

0:21:36.480 --> 0:21:39.359
<v Speaker 1>going faster just because you added RAM to it, It

0:21:39.480 --> 0:21:42.159
<v Speaker 1>just doesn't need to send as many retrieve requests for

0:21:42.320 --> 0:21:46.040
<v Speaker 1>data that's stored on a hard drive. For example. Graphics

0:21:46.080 --> 0:21:49.800
<v Speaker 1>cards typically have a decent amount of RAM on them,

0:21:49.840 --> 0:21:52.760
<v Speaker 1>sometimes beyond decent. Some of some of those graphics cards

0:21:53.160 --> 0:21:56.120
<v Speaker 1>have way more memory on them than my current PC

0:21:56.359 --> 0:21:59.640
<v Speaker 1>has in it, and that's just on the graphics card.

0:22:00.600 --> 0:22:03.200
<v Speaker 1>But that allows the GPU the same sort of benefits

0:22:03.240 --> 0:22:06.600
<v Speaker 1>that the CPU enjoys with the RAM that's on the

0:22:06.640 --> 0:22:12.320
<v Speaker 1>PCs motherboard. Another important component is the connections between the

0:22:12.359 --> 0:22:16.400
<v Speaker 1>processor and the memory. This is what we call a bus.

0:22:16.440 --> 0:22:19.560
<v Speaker 1>A bus is sort of like a data pathway. The

0:22:19.560 --> 0:22:23.439
<v Speaker 1>capacity of the bus and the actual distance between the

0:22:23.480 --> 0:22:26.680
<v Speaker 1>processor and the memory can have an effect on how

0:22:26.800 --> 0:22:30.120
<v Speaker 1>quickly information can move from one component in the system

0:22:30.160 --> 0:22:33.440
<v Speaker 1>to the other. And really, when you start looking at

0:22:33.480 --> 0:22:37.040
<v Speaker 1>computer speeds and you're looking at, you know, the the

0:22:37.200 --> 0:22:40.840
<v Speaker 1>edge of computing, like the cutting edge, it really becomes

0:22:40.840 --> 0:22:44.000
<v Speaker 1>a game of find where the bottle neck is. Is

0:22:44.040 --> 0:22:47.240
<v Speaker 1>the bottleneck the processor, well, then you need something that

0:22:47.280 --> 0:22:50.720
<v Speaker 1>has a higher clock rate, or is it a limitation

0:22:50.880 --> 0:22:53.960
<v Speaker 1>in the system's memory. Then you need more RAM or

0:22:54.040 --> 0:22:57.040
<v Speaker 1>is it the actual connection between the components. Then you

0:22:57.119 --> 0:22:59.960
<v Speaker 1>might even need an upgraded motherboard with a more robust

0:23:00.520 --> 0:23:04.360
<v Speaker 1>bus between processor and memory. So it all comes down

0:23:04.400 --> 0:23:06.960
<v Speaker 1>to figuring out where's the slow point, where's the weak

0:23:07.320 --> 0:23:10.760
<v Speaker 1>link in this chain. The RAM on a graphics card

0:23:11.040 --> 0:23:14.879
<v Speaker 1>tends to have a dual port design, meaning the system

0:23:14.920 --> 0:23:20.040
<v Speaker 1>can both read and write to RAM simultaneously. Now, in

0:23:20.080 --> 0:23:23.680
<v Speaker 1>the simplest design, you could do one or the other,

0:23:23.720 --> 0:23:26.359
<v Speaker 1>but you couldn't do both at the same time. With

0:23:26.440 --> 0:23:29.920
<v Speaker 1>older graphics cards, the RAM also connects to a component

0:23:29.960 --> 0:23:33.840
<v Speaker 1>called the digital to analog converter or DACK d A C,

0:23:34.560 --> 0:23:38.000
<v Speaker 1>and then together you would sometimes find both of these

0:23:38.080 --> 0:23:40.840
<v Speaker 1>terms smush together. You would have RAM and DACK together

0:23:40.920 --> 0:23:44.000
<v Speaker 1>to make RAM DAK. The purpose of that component is

0:23:44.040 --> 0:23:47.600
<v Speaker 1>to take digital information, which at its heart is binary,

0:23:47.880 --> 0:23:50.199
<v Speaker 1>you know, in the form of zeros and ones, and

0:23:50.240 --> 0:23:54.440
<v Speaker 1>then convert that into an analog signal, which is continuous

0:23:54.880 --> 0:23:59.000
<v Speaker 1>and a changing signal that is capable of sending information

0:23:59.080 --> 0:24:03.800
<v Speaker 1>to like CRT monitor. However, today we have plenty of

0:24:03.840 --> 0:24:07.600
<v Speaker 1>digital displays and digital cable stuff like h d M

0:24:07.640 --> 0:24:10.840
<v Speaker 1>I that carries digital signals, and that makes the converter

0:24:10.960 --> 0:24:14.440
<v Speaker 1>component less critical. It's not really something that you would

0:24:14.480 --> 0:24:19.000
<v Speaker 1>necessarily hear much about with graphics cards these days because

0:24:19.000 --> 0:24:23.760
<v Speaker 1>it's just not necessary. The hardware people are buying doesn't

0:24:23.880 --> 0:24:29.679
<v Speaker 1>require the converter. Modern graphics cards typically support multiple displays.

0:24:30.240 --> 0:24:32.520
<v Speaker 1>You know, chances are a lot of you out there

0:24:32.520 --> 0:24:35.680
<v Speaker 1>have systems where you have at least two displays. I've

0:24:35.720 --> 0:24:38.720
<v Speaker 1>got two in front of me right now. The pc

0:24:38.920 --> 0:24:42.960
<v Speaker 1>I Express connector on modern motherboards allows for support for

0:24:43.200 --> 0:24:47.600
<v Speaker 1>up to four monitors, though not all graphics cards can

0:24:47.640 --> 0:24:50.520
<v Speaker 1>actually do that, not all of them have four connections

0:24:50.520 --> 0:24:54.240
<v Speaker 1>for displays. The r t X thirty nine, the monster

0:24:54.400 --> 0:24:57.560
<v Speaker 1>card that kind of prompted this whole episode, that one

0:24:57.680 --> 0:25:00.199
<v Speaker 1>can support up to four monitors, and it as a

0:25:00.200 --> 0:25:04.480
<v Speaker 1>maximum resolution display of seven thousand, six hundred eighty by

0:25:04.560 --> 0:25:08.440
<v Speaker 1>four thousand, three twenty pixels, which we tend to just

0:25:09.240 --> 0:25:12.600
<v Speaker 1>you know, it's say, is an eight K resolution. In

0:25:12.640 --> 0:25:15.160
<v Speaker 1>other words, and just in case you need a refresher,

0:25:15.560 --> 0:25:20.720
<v Speaker 1>resolution refers to the pixel density on a screen. Pixels

0:25:20.720 --> 0:25:24.159
<v Speaker 1>are points of light, so generally the more points of

0:25:24.240 --> 0:25:27.879
<v Speaker 1>light you have per square inch to to make an image,

0:25:28.200 --> 0:25:31.520
<v Speaker 1>the smoother the image will be. I often talk about

0:25:31.600 --> 0:25:35.000
<v Speaker 1>using like think about wooden blocks that a kid plays with,

0:25:35.960 --> 0:25:38.680
<v Speaker 1>and think of them in different colors, like just nice

0:25:38.720 --> 0:25:40.919
<v Speaker 1>primary colors. If you were to try and make a

0:25:40.960 --> 0:25:43.240
<v Speaker 1>picture out of those blocks, it would be very blocky.

0:25:43.280 --> 0:25:46.120
<v Speaker 1>You would see the edges of each block as they

0:25:46.119 --> 0:25:48.399
<v Speaker 1>were up against each other, and it wouldn't be a

0:25:48.440 --> 0:25:50.520
<v Speaker 1>very smooth image. You might be able to make something

0:25:50.560 --> 0:25:53.320
<v Speaker 1>people could recognize, but it wouldn't look very smooth. If

0:25:53.320 --> 0:25:57.720
<v Speaker 1>you reduce the blocks size and half and you increase

0:25:57.800 --> 0:26:01.240
<v Speaker 1>the number of blocks, you can make a slightly less

0:26:01.400 --> 0:26:04.720
<v Speaker 1>blocky looking image. You keep doing that over and over,

0:26:04.760 --> 0:26:08.600
<v Speaker 1>reducing the pixel size and cramming more pixels in, and

0:26:08.680 --> 0:26:14.640
<v Speaker 1>you create smoother images up to a point, right, Uh,

0:26:15.080 --> 0:26:18.320
<v Speaker 1>you get a point of diminishing returns where it can

0:26:18.359 --> 0:26:22.160
<v Speaker 1>be tricky to detect a meaningful difference when you're getting

0:26:22.160 --> 0:26:26.000
<v Speaker 1>to ultra high resolution displays. For instance, I remember looking

0:26:26.040 --> 0:26:29.280
<v Speaker 1>at two K, four K, and eight K displays at

0:26:29.320 --> 0:26:33.359
<v Speaker 1>CS and not being able to really tell the difference

0:26:33.960 --> 0:26:40.400
<v Speaker 1>unless the screens were truly enormous, like huge displays. Uh,

0:26:40.440 --> 0:26:42.760
<v Speaker 1>and if I had the benefit of, you know, holding

0:26:42.800 --> 0:26:44.920
<v Speaker 1>a magnifying glass so I can look at the pixels

0:26:44.960 --> 0:26:48.160
<v Speaker 1>up close. But hey, at eight K resolution, you could

0:26:48.160 --> 0:26:51.840
<v Speaker 1>take a tiny section of a screen shot, you could

0:26:51.880 --> 0:26:54.800
<v Speaker 1>blow that tiny section up to a full screen size

0:26:55.119 --> 0:26:58.320
<v Speaker 1>and it would probably still look pretty good. Anyway, Let's

0:26:58.359 --> 0:27:01.119
<v Speaker 1>get back to the more general discus of graphics cards.

0:27:01.480 --> 0:27:04.320
<v Speaker 1>The early graphics cards were really dedicated to creating three

0:27:04.320 --> 0:27:08.399
<v Speaker 1>dimensional images out of binary data, and that involved building

0:27:08.400 --> 0:27:12.160
<v Speaker 1>out a wire frame for the image with straight lines

0:27:12.800 --> 0:27:16.439
<v Speaker 1>that would end in little points, you know, connecting to

0:27:16.480 --> 0:27:19.160
<v Speaker 1>other straight lines, and the more straight lines. You use

0:27:19.320 --> 0:27:21.919
<v Speaker 1>the smoother you can make the edges very much like

0:27:22.160 --> 0:27:25.520
<v Speaker 1>the resolution of displays, and then on top of that,

0:27:25.640 --> 0:27:28.479
<v Speaker 1>you would fill in all the pixels that would exist

0:27:28.520 --> 0:27:32.120
<v Speaker 1>between those lines. You would add in effects like color, texture,

0:27:32.160 --> 0:27:34.639
<v Speaker 1>and lighting, and you would have to do that many

0:27:34.680 --> 0:27:37.960
<v Speaker 1>times per second, which is made more complicated by the

0:27:38.040 --> 0:27:40.840
<v Speaker 1>fact that these images are not still images. They are

0:27:40.960 --> 0:27:43.800
<v Speaker 1>changing over time, and in the case of video games,

0:27:43.840 --> 0:27:46.440
<v Speaker 1>you might have a ton of things happening within the

0:27:46.480 --> 0:27:51.160
<v Speaker 1>field of view simultaneously. You also get into a pair

0:27:51.200 --> 0:27:55.800
<v Speaker 1>of terms that are easy to get mixed up, refresh

0:27:55.920 --> 0:28:00.119
<v Speaker 1>rate and frame rate. The refresh rate is how frequently

0:28:00.200 --> 0:28:03.800
<v Speaker 1>a computer display will refresh an image on screen. So,

0:28:03.920 --> 0:28:08.560
<v Speaker 1>for example, the Razor Raptor twenty seven gaming monitor. By

0:28:08.560 --> 0:28:10.920
<v Speaker 1>the way, none of this is part of like sponsored

0:28:10.920 --> 0:28:15.520
<v Speaker 1>content or anything. I'm just using specific versions of things

0:28:15.560 --> 0:28:19.680
<v Speaker 1>to kind of have concrete examples. Anyway, this this particular

0:28:19.720 --> 0:28:22.439
<v Speaker 1>gaming monitor has a refresh rate of a hundred forty

0:28:22.480 --> 0:28:25.760
<v Speaker 1>four hurts, and that means that the pixels on that

0:28:25.840 --> 0:28:30.320
<v Speaker 1>display refresh one forty four times per second. Now, on

0:28:30.359 --> 0:28:33.200
<v Speaker 1>top of that, you've got the demands of how smoothly

0:28:33.240 --> 0:28:35.119
<v Speaker 1>the video game runs and you can think of the

0:28:35.119 --> 0:28:38.760
<v Speaker 1>action of a video game being kind of analogous to

0:28:39.120 --> 0:28:43.040
<v Speaker 1>film or just playing video. And you may know that

0:28:43.280 --> 0:28:47.160
<v Speaker 1>movie film consists of a strip of film onto which

0:28:47.200 --> 0:28:50.920
<v Speaker 1>you have a sequence of still images. Standard film playback

0:28:50.960 --> 0:28:55.920
<v Speaker 1>speed is twenty four frames or images per second, meaning

0:28:55.960 --> 0:28:59.280
<v Speaker 1>that for every second of movie, you are looking at

0:28:59.400 --> 0:29:03.520
<v Speaker 1>a sequence of twenty four pictures. And the speed of

0:29:03.560 --> 0:29:07.800
<v Speaker 1>this playback is sufficient to fool our dumb, meaty brains

0:29:07.880 --> 0:29:11.320
<v Speaker 1>into thinking that we're watching stuff that's actually moving. It's

0:29:11.360 --> 0:29:16.120
<v Speaker 1>the illusion of movement. Well, video games create the same

0:29:16.160 --> 0:29:18.280
<v Speaker 1>sort of thing, and that you're watching a series of

0:29:18.800 --> 0:29:22.600
<v Speaker 1>very quick instances of pixels that represents something going on,

0:29:22.800 --> 0:29:26.080
<v Speaker 1>like I don't know, Pacman fleeing from a ghost or something.

0:29:26.720 --> 0:29:29.200
<v Speaker 1>Though I'm told by the besties that we've come a

0:29:29.240 --> 0:29:33.480
<v Speaker 1>long way since Pacman. But we described this as the

0:29:33.560 --> 0:29:37.560
<v Speaker 1>frame rate of a video game. How frequently the graphics

0:29:37.560 --> 0:29:41.760
<v Speaker 1>card generates the frames that are shown on the display

0:29:41.840 --> 0:29:45.240
<v Speaker 1>in terms of frames per second. So while the two

0:29:45.360 --> 0:29:48.600
<v Speaker 1>terms refresh rate and frame rate both deal with graphics,

0:29:48.640 --> 0:29:53.720
<v Speaker 1>they are separate concerns. Generally speaking, you want more frames

0:29:53.760 --> 0:29:57.920
<v Speaker 1>per second to create a smoother experience, though Again, once

0:29:57.960 --> 0:30:00.719
<v Speaker 1>you get above a certain amount, you are to encounter

0:30:00.800 --> 0:30:04.320
<v Speaker 1>diminishing returns, meaning that you get to a point where

0:30:04.520 --> 0:30:07.320
<v Speaker 1>if you increase the frame rate you really can't tell

0:30:07.360 --> 0:30:10.880
<v Speaker 1>the difference, but at lower levels we definitely can spot

0:30:10.920 --> 0:30:14.360
<v Speaker 1>the difference. The same is true resolution. A game that's

0:30:14.400 --> 0:30:17.040
<v Speaker 1>running at twenty frames per second or less is going

0:30:17.080 --> 0:30:21.880
<v Speaker 1>to appear choppy. It's probably unplayable because gamers are going

0:30:21.920 --> 0:30:26.320
<v Speaker 1>to miss key information and thus be incapable of reacting properly.

0:30:27.080 --> 0:30:30.240
<v Speaker 1>Games running at around thirty to forty five frames per

0:30:30.280 --> 0:30:33.680
<v Speaker 1>second are pretty good. I mean, they're okay, though elite

0:30:33.680 --> 0:30:37.720
<v Speaker 1>gamers who have you know, crazy refined skills would probably

0:30:37.840 --> 0:30:41.080
<v Speaker 1>find it insufficient. And these are people who can see

0:30:41.120 --> 0:30:44.360
<v Speaker 1>faster than I can based on my observations of viewing

0:30:44.400 --> 0:30:47.120
<v Speaker 1>their live streams. Though again, to be fair, I'm viewing

0:30:47.160 --> 0:30:51.400
<v Speaker 1>a live stream which includes the compression of their video

0:30:51.520 --> 0:30:54.880
<v Speaker 1>image before it gets to me, so what I see

0:30:54.960 --> 0:30:58.280
<v Speaker 1>is not exactly the same thing that what they see. Anyway, However,

0:30:58.360 --> 0:31:01.960
<v Speaker 1>most serious gamers really want frames per second rate of

0:31:02.080 --> 0:31:06.440
<v Speaker 1>at least forty five, and preferably sixty or even more.

0:31:06.920 --> 0:31:09.560
<v Speaker 1>But as I said, once you get above sixty, it

0:31:09.760 --> 0:31:12.320
<v Speaker 1>becomes harder to tell the difference, and it means that

0:31:12.360 --> 0:31:15.120
<v Speaker 1>the graphics card has to work super hard to keep up.

0:31:15.400 --> 0:31:18.200
<v Speaker 1>So it might make use of a frame buffer, which

0:31:18.240 --> 0:31:20.440
<v Speaker 1>is sort of like a holding space in memory that

0:31:20.480 --> 0:31:23.840
<v Speaker 1>can serve up a corresponding image when it's needed, but

0:31:23.920 --> 0:31:26.959
<v Speaker 1>it still has to work super hard. Because you can

0:31:27.000 --> 0:31:29.800
<v Speaker 1>just imagine how much work it is for a processor

0:31:29.880 --> 0:31:33.640
<v Speaker 1>to generate the information necessary to create a high resolution

0:31:33.720 --> 0:31:37.960
<v Speaker 1>image complete with complex textures and lighting effects, and to

0:31:38.080 --> 0:31:41.480
<v Speaker 1>do so at least sixty times per second, perhaps for

0:31:41.520 --> 0:31:44.760
<v Speaker 1>sessions that can last for hours. You realize that graphics

0:31:44.760 --> 0:31:48.680
<v Speaker 1>cards need a good amount of power. As they got beefier,

0:31:49.000 --> 0:31:52.880
<v Speaker 1>the power requirements of the graphics card exceeded what the

0:31:52.920 --> 0:31:56.920
<v Speaker 1>cards could draw using the motherboard connection through that pc

0:31:57.120 --> 0:32:00.520
<v Speaker 1>I express slot I was talking about. Those are did

0:32:00.600 --> 0:32:05.440
<v Speaker 1>to providing up to seventy watts. Graphics cards frequently need

0:32:05.840 --> 0:32:09.520
<v Speaker 1>an excess of two fifty maybe three wats of power,

0:32:09.880 --> 0:32:13.240
<v Speaker 1>so that necessitated the inclusion of a separate power port

0:32:13.720 --> 0:32:17.200
<v Speaker 1>that would plug directly into the PC's power supply itself.

0:32:17.560 --> 0:32:20.040
<v Speaker 1>That also meant that gamers often needed to upgrade their

0:32:20.120 --> 0:32:23.720
<v Speaker 1>power supply on their PCs to supply the juice that

0:32:23.760 --> 0:32:28.200
<v Speaker 1>the graphics card needs. As the GPU does all this

0:32:28.320 --> 0:32:32.080
<v Speaker 1>work with this much power, it generates a lot of heat.

0:32:32.360 --> 0:32:35.480
<v Speaker 1>And that's because no machine that we create is perfect.

0:32:35.520 --> 0:32:40.040
<v Speaker 1>Every machine we humans make experiences some conversion of energy

0:32:40.200 --> 0:32:45.440
<v Speaker 1>from one useful form into another form, like heat, which

0:32:45.480 --> 0:32:49.680
<v Speaker 1>we typically think of as lost energy, because remember, energy

0:32:49.760 --> 0:32:53.720
<v Speaker 1>can neither be created nor destroyed. You can convert it

0:32:53.920 --> 0:32:57.680
<v Speaker 1>from one form into another, and if the energy converts

0:32:57.680 --> 0:33:01.320
<v Speaker 1>into heat, that heat tends to just dissipate into other

0:33:01.360 --> 0:33:04.440
<v Speaker 1>parts of the system, or out of the system into

0:33:04.520 --> 0:33:08.600
<v Speaker 1>the bigger system around it. That energy is effectively gone.

0:33:08.680 --> 0:33:11.480
<v Speaker 1>You have lost it. But on top of that, heat

0:33:11.520 --> 0:33:16.120
<v Speaker 1>and electronics don't get on very well. Overheated electronics can

0:33:16.240 --> 0:33:19.400
<v Speaker 1>cause lots of failures, and for that reason, high performing

0:33:19.400 --> 0:33:23.840
<v Speaker 1>graphics cards have heat mitigation and management systems built into them.

0:33:24.400 --> 0:33:28.520
<v Speaker 1>One common component is the heat sink, which is kind

0:33:28.520 --> 0:33:31.640
<v Speaker 1>of what it sounds like. It's an object that disperses

0:33:31.680 --> 0:33:36.920
<v Speaker 1>heat away from the heat generating object. A common heat

0:33:36.960 --> 0:33:40.360
<v Speaker 1>sink is a series of fins made of a thin

0:33:40.640 --> 0:33:44.760
<v Speaker 1>thermal conductor. So the fins provide a larger surface area

0:33:44.880 --> 0:33:47.840
<v Speaker 1>for heat to move across it. Moves out from the

0:33:47.840 --> 0:33:50.720
<v Speaker 1>processor and starts to go through these fins and it

0:33:50.760 --> 0:33:56.360
<v Speaker 1>dissipates more easily. But GPUs and often CPUs generate way

0:33:56.400 --> 0:33:59.160
<v Speaker 1>too much heat for fins to handle without a little

0:33:59.240 --> 0:34:02.640
<v Speaker 1>extra help. Usually that help comes in the form of

0:34:02.680 --> 0:34:07.240
<v Speaker 1>a fan, which circulates air across the fins and pulls

0:34:07.280 --> 0:34:11.720
<v Speaker 1>heat away from them. High performing graphics cards are truly

0:34:12.000 --> 0:34:16.120
<v Speaker 1>beasts these days in large cases that have their own

0:34:16.239 --> 0:34:19.400
<v Speaker 1>fans that are built into the case of the card

0:34:19.600 --> 0:34:22.920
<v Speaker 1>itself in order for them to help pull heat away

0:34:22.920 --> 0:34:26.160
<v Speaker 1>from the heat sink. More advanced forms of heat control

0:34:26.400 --> 0:34:30.120
<v Speaker 1>include things like water cooling systems, in which tubes of

0:34:30.200 --> 0:34:35.319
<v Speaker 1>water move underneath various components and absorb heat from those

0:34:35.320 --> 0:34:39.600
<v Speaker 1>components and carry the heat away from the processor to

0:34:39.719 --> 0:34:43.319
<v Speaker 1>go through a heat exchanger, essentially a radiator also made

0:34:43.320 --> 0:34:46.040
<v Speaker 1>out of fins. So these fins take the heat from

0:34:46.080 --> 0:34:49.279
<v Speaker 1>the water, cooling the water down so that it can

0:34:49.320 --> 0:34:52.480
<v Speaker 1>continue to circulate through the system, pull more heat from

0:34:52.520 --> 0:34:56.480
<v Speaker 1>the processor, take it to the fins, et cetera. Typically,

0:34:56.480 --> 0:34:59.160
<v Speaker 1>the fins are also cooled by a fan, so there's

0:34:59.160 --> 0:35:02.640
<v Speaker 1>like multiple elements to this particular system. There's lots of

0:35:02.680 --> 0:35:05.560
<v Speaker 1>points of failure too. So these things not only are

0:35:05.560 --> 0:35:10.600
<v Speaker 1>they expensive and complicated, they can they have more points

0:35:10.600 --> 0:35:12.839
<v Speaker 1>of failure. Doesn't mean that they're less reliable, just means

0:35:12.880 --> 0:35:16.920
<v Speaker 1>that there's more opportunities for stuff to go wrong. However,

0:35:16.960 --> 0:35:20.040
<v Speaker 1>it might be necessary if you're really running some of

0:35:20.080 --> 0:35:23.920
<v Speaker 1>these graphics components at their highest capabilities, and you can

0:35:23.960 --> 0:35:25.920
<v Speaker 1>kind of think of this as the circle of life,

0:35:26.400 --> 0:35:29.360
<v Speaker 1>or at least the circle of a heat exchange system.

0:35:29.400 --> 0:35:32.040
<v Speaker 1>I've got some more to say about g p U s,

0:35:32.480 --> 0:35:36.000
<v Speaker 1>but before I get to that, let's take another quick break.

0:35:43.800 --> 0:35:46.400
<v Speaker 1>So one thing I haven't really touched on in this

0:35:46.440 --> 0:35:50.520
<v Speaker 1>episode yet is the practice of over clocking. So remember

0:35:50.520 --> 0:35:54.279
<v Speaker 1>when I said that we measure processor performance speed and

0:35:54.360 --> 0:35:57.840
<v Speaker 1>part by talking about the clock rate. Well, process or

0:35:57.920 --> 0:36:02.640
<v Speaker 1>manufacturers typically set an upper limit on a processor's clock rate.

0:36:02.920 --> 0:36:05.400
<v Speaker 1>Usually this is to make sure that the processor is

0:36:05.400 --> 0:36:09.040
<v Speaker 1>going to perform reliably under what's considered to be normal

0:36:09.200 --> 0:36:12.759
<v Speaker 1>operating conditions, and sometimes it can get a little more

0:36:12.800 --> 0:36:16.040
<v Speaker 1>icky than that. There have been some processor companies that

0:36:16.160 --> 0:36:20.520
<v Speaker 1>have used the exact same chip with different limiting factors

0:36:20.719 --> 0:36:23.799
<v Speaker 1>on the clock rate in order to offer up a

0:36:24.000 --> 0:36:26.920
<v Speaker 1>range of products at a range of prices. So you

0:36:26.960 --> 0:36:30.319
<v Speaker 1>can have an entry level chip and then maybe a

0:36:30.400 --> 0:36:33.759
<v Speaker 1>moderate chip, and then maybe a premium chip, each with

0:36:33.800 --> 0:36:36.440
<v Speaker 1>a different clock rate. But it turns out all three

0:36:36.560 --> 0:36:39.160
<v Speaker 1>or the exact same chip. It's just that the manufacturer

0:36:39.200 --> 0:36:42.800
<v Speaker 1>has put a kind of artificial limit on how fast

0:36:42.880 --> 0:36:46.600
<v Speaker 1>the chip can run. That doesn't happen all the time,

0:36:46.600 --> 0:36:49.040
<v Speaker 1>but it has happened before, and I personally find that

0:36:49.160 --> 0:36:53.279
<v Speaker 1>kind of weird because the capability was there for all three.

0:36:53.320 --> 0:36:57.080
<v Speaker 1>It's not like the price of the premium chip for

0:36:57.200 --> 0:37:01.000
<v Speaker 1>the manufacturer was greater than the entry level chup. It's

0:37:01.040 --> 0:37:04.720
<v Speaker 1>the same chip cost the same amount to make it anyway.

0:37:04.760 --> 0:37:10.040
<v Speaker 1>That's another topic. So the fact is most processors can

0:37:10.080 --> 0:37:14.520
<v Speaker 1>operate at a higher clock rate than what manufacturers rate

0:37:14.600 --> 0:37:17.919
<v Speaker 1>them for, and with a little tweaking, you can make

0:37:17.960 --> 0:37:21.839
<v Speaker 1>those processors operate at that faster rate. That is, you

0:37:21.880 --> 0:37:25.839
<v Speaker 1>can if the motherboard and processors that you have are

0:37:26.120 --> 0:37:29.640
<v Speaker 1>the right models. Some systems put really hard limits on

0:37:29.640 --> 0:37:31.920
<v Speaker 1>that kind of stuff and prevent you from changing the

0:37:31.960 --> 0:37:35.239
<v Speaker 1>clock rate on a processor to any real degree. But

0:37:35.320 --> 0:37:38.840
<v Speaker 1>if your system allows for overclocking, you would make the

0:37:38.920 --> 0:37:42.120
<v Speaker 1>changes in the computer's bios. Maybe you're using some special

0:37:42.160 --> 0:37:44.520
<v Speaker 1>software to do it to make it, you know, easier

0:37:44.560 --> 0:37:48.320
<v Speaker 1>to manage, and you would essentially be increasing the clock

0:37:48.440 --> 0:37:52.600
<v Speaker 1>rate and probably also boosting the voltage that is going

0:37:52.640 --> 0:37:57.160
<v Speaker 1>to the processor. Essentially you push more voltage through more

0:37:57.200 --> 0:38:02.080
<v Speaker 1>pressure to the processor, it will work faster. That's the

0:38:02.160 --> 0:38:06.400
<v Speaker 1>kind of loosey goosey way to explain it. Overclocked processors

0:38:06.840 --> 0:38:09.280
<v Speaker 1>can lead to better results when it comes to stuff

0:38:09.320 --> 0:38:12.200
<v Speaker 1>like you know, rendering graphics at a high frame rate,

0:38:12.560 --> 0:38:15.680
<v Speaker 1>but it can also cause stability problems with a PC,

0:38:16.160 --> 0:38:19.600
<v Speaker 1>and it also generates way more heat. Serious gamers who

0:38:19.680 --> 0:38:24.759
<v Speaker 1>over clocked their systems really should look into water cooling systems.

0:38:24.800 --> 0:38:28.120
<v Speaker 1>In the competitive overclocking scene, I mean like these people

0:38:28.160 --> 0:38:31.799
<v Speaker 1>are pushing the limits to what overclocking can do, It's

0:38:31.840 --> 0:38:36.160
<v Speaker 1>not unusual to see competitors use extreme cooling solutions like

0:38:36.400 --> 0:38:40.760
<v Speaker 1>liquid nitrogen. Liquid nitrogen has a boiling point of minus

0:38:40.880 --> 0:38:46.400
<v Speaker 1>three degrees fahrenheit or minus one degrees celsius. That means

0:38:46.880 --> 0:38:51.600
<v Speaker 1>that at that temperature, nitrogen would boil off into a gas.

0:38:51.640 --> 0:38:54.120
<v Speaker 1>So you have to keep it colder than that to

0:38:54.200 --> 0:38:57.160
<v Speaker 1>keep it liquid, or you have to keep it under compression.

0:38:57.200 --> 0:39:01.440
<v Speaker 1>But neither here nor there anyway, that's that's pretty dang frosty.

0:39:01.600 --> 0:39:05.000
<v Speaker 1>It's also, by the way, not recommended for practical everyday use,

0:39:05.120 --> 0:39:08.080
<v Speaker 1>even for hardcore gamers. Now, if you do wish to

0:39:08.120 --> 0:39:12.320
<v Speaker 1>experiment with overclocking, there are a lot of useful resources

0:39:12.360 --> 0:39:15.080
<v Speaker 1>online for you to follow, and it's important to look

0:39:15.120 --> 0:39:18.960
<v Speaker 1>stuff up with your particular hardware because the process is

0:39:18.960 --> 0:39:23.000
<v Speaker 1>not uniform across all pieces of hardware. The one bit

0:39:23.040 --> 0:39:26.120
<v Speaker 1>of advice I would give anyone who wants to overclock

0:39:26.200 --> 0:39:29.880
<v Speaker 1>their system is to do so in very small increments

0:39:29.960 --> 0:39:33.799
<v Speaker 1>and run tests frequently to check to see what the

0:39:33.840 --> 0:39:37.880
<v Speaker 1>heat levels are and checking your computer stability. And then

0:39:38.000 --> 0:39:41.399
<v Speaker 1>you can gradually bump up the overclocking rate bit by

0:39:41.480 --> 0:39:44.440
<v Speaker 1>bit as a test. And then once you start to

0:39:44.480 --> 0:39:48.000
<v Speaker 1>see a dip in performance or you see temperatures going

0:39:48.040 --> 0:39:50.680
<v Speaker 1>above a certain threshold, you can then back off a

0:39:50.760 --> 0:39:53.200
<v Speaker 1>little bit and say, okay, this is my new peak

0:39:53.760 --> 0:39:57.880
<v Speaker 1>for where my my my processor can work. And that

0:39:57.920 --> 0:40:01.200
<v Speaker 1>applies both to the CPU and the GP you. Now,

0:40:01.239 --> 0:40:05.200
<v Speaker 1>I mentioned earlier that the first generation of dedicated graphics

0:40:05.239 --> 0:40:08.280
<v Speaker 1>cards were really about handling some of the heavy lifting

0:40:08.280 --> 0:40:11.360
<v Speaker 1>when it comes to three D graphics. These days, there's

0:40:11.440 --> 0:40:14.040
<v Speaker 1>a lot more to it than that, and you've got

0:40:14.040 --> 0:40:17.680
<v Speaker 1>speed and detail and color representation all being a big deal.

0:40:18.040 --> 0:40:21.960
<v Speaker 1>But perhaps the most buzzy of buzzworthy terms to emerge

0:40:21.960 --> 0:40:27.040
<v Speaker 1>in the graphics seen lately is ray tracing. Ray tracing

0:40:27.239 --> 0:40:31.960
<v Speaker 1>ultimately is about how a computer system handles the display

0:40:32.120 --> 0:40:36.480
<v Speaker 1>of light, like how does it portray light on the display?

0:40:36.640 --> 0:40:39.440
<v Speaker 1>Not how does it get the image to your eyeballs.

0:40:39.880 --> 0:40:43.000
<v Speaker 1>But when you are playing a game where there are

0:40:43.640 --> 0:40:46.239
<v Speaker 1>you know, light is playing across the scene, how does

0:40:46.280 --> 0:40:48.920
<v Speaker 1>it handle that. The goal of ray tracing is to

0:40:48.960 --> 0:40:53.200
<v Speaker 1>create graphics systems in which light in the virtual world

0:40:53.320 --> 0:40:55.440
<v Speaker 1>behaves the same way it does out here in the

0:40:55.480 --> 0:40:59.200
<v Speaker 1>real world, complete with how light bounces off of objects,

0:40:59.440 --> 0:41:05.400
<v Speaker 1>how attos are created, what reflections look like, and more so,

0:41:05.520 --> 0:41:09.840
<v Speaker 1>imagine that you're walking through a real world forest and

0:41:10.080 --> 0:41:14.120
<v Speaker 1>sunlight is occasionally breaking through the forest canopy overhead in

0:41:14.200 --> 0:41:17.520
<v Speaker 1>some places. In person, this kind of experience would have

0:41:17.760 --> 0:41:22.160
<v Speaker 1>a lot of really subtle details in light that older

0:41:22.160 --> 0:41:26.400
<v Speaker 1>graphics cards just couldn't really replicate. So with those games

0:41:26.400 --> 0:41:28.239
<v Speaker 1>where you might be like in a jungle or in

0:41:28.280 --> 0:41:31.560
<v Speaker 1>a forest, you would typically have a more uniform approach

0:41:31.600 --> 0:41:34.719
<v Speaker 1>to how light was presenting itself. Within the game, you

0:41:34.800 --> 0:41:37.120
<v Speaker 1>might have some areas that are darker than others or

0:41:37.160 --> 0:41:40.800
<v Speaker 1>brighter than others, but the graphics cards weren't really able

0:41:40.840 --> 0:41:45.400
<v Speaker 1>to get super subtle and detailed about it. Now a

0:41:45.400 --> 0:41:48.680
<v Speaker 1>card that supports ray tracing might be able to do

0:41:48.719 --> 0:41:52.080
<v Speaker 1>a better job of that and other stuff as well. So,

0:41:52.200 --> 0:41:56.640
<v Speaker 1>for example, a rain soaked street might reflect a neon

0:41:56.840 --> 0:41:59.200
<v Speaker 1>signed back at you in a really realistic way, and

0:41:59.239 --> 0:42:01.719
<v Speaker 1>as you move around own the light behaves just as

0:42:01.760 --> 0:42:04.240
<v Speaker 1>it would in real life. This is actually a really

0:42:04.280 --> 0:42:07.120
<v Speaker 1>tricky thing to do. It requires a good deal of horsepower.

0:42:07.360 --> 0:42:10.439
<v Speaker 1>It also requires support from the software side. The game

0:42:10.480 --> 0:42:13.440
<v Speaker 1>has to include rate tracing for this to be a

0:42:13.520 --> 0:42:17.720
<v Speaker 1>thing after all, But the latest graphics cards often tellt

0:42:17.880 --> 0:42:21.120
<v Speaker 1>raid tracing as a big feature now. A few years ago,

0:42:21.600 --> 0:42:25.800
<v Speaker 1>the big buzzworthy term was HDR or high dynamic range.

0:42:26.719 --> 0:42:31.120
<v Speaker 1>HDR refers to the spectrum of luminosity that a display

0:42:31.200 --> 0:42:35.120
<v Speaker 1>can provide, which deals with both the range of colors

0:42:35.160 --> 0:42:38.080
<v Speaker 1>that the display can create as well as the range

0:42:38.120 --> 0:42:41.760
<v Speaker 1>of brightness per pixels. So it's a combination of color

0:42:41.800 --> 0:42:47.200
<v Speaker 1>and brightness and the the variety that the display can create,

0:42:47.239 --> 0:42:50.719
<v Speaker 1>and a system that supports HDR can typically create really

0:42:50.760 --> 0:42:54.799
<v Speaker 1>spectacular images. And this also reflects the fact that, you know,

0:42:55.160 --> 0:42:57.840
<v Speaker 1>image resolution is not the end all be all for

0:42:57.920 --> 0:43:01.520
<v Speaker 1>a long time, especially with camera man you factors, the

0:43:01.640 --> 0:43:04.720
<v Speaker 1>use of megapixels was the way to really push a camera.

0:43:04.800 --> 0:43:09.520
<v Speaker 1>More megapixels equals more good. That's not necessarily the case.

0:43:09.560 --> 0:43:11.680
<v Speaker 1>There's a lot of other factors that play a part,

0:43:11.760 --> 0:43:16.200
<v Speaker 1>like contrast and color representation. Anyway, if you hear about

0:43:16.239 --> 0:43:18.880
<v Speaker 1>ray tracing, that's really what it comes down to, trying

0:43:18.920 --> 0:43:22.160
<v Speaker 1>to simulate within a virtual world the way light behaves

0:43:22.160 --> 0:43:26.000
<v Speaker 1>in the real world. Now, I mentioned earlier that graphics

0:43:26.000 --> 0:43:29.279
<v Speaker 1>cards at the top of the line ones can be

0:43:29.560 --> 0:43:33.720
<v Speaker 1>hard to find, and why is that. Well, not only

0:43:34.120 --> 0:43:37.440
<v Speaker 1>are they sought after by you know, real leite gamers,

0:43:37.880 --> 0:43:40.879
<v Speaker 1>but they also are often used by people who want

0:43:40.920 --> 0:43:44.120
<v Speaker 1>to do a lot of parallel processing with a networked

0:43:44.200 --> 0:43:48.440
<v Speaker 1>system of computers, typically to do something like bitcoin mining

0:43:48.760 --> 0:43:52.799
<v Speaker 1>or sometimes even breaking encryption. So let me explain. And

0:43:52.840 --> 0:43:56.839
<v Speaker 1>I've talked about parallel processing in previous episodes, including some

0:43:56.920 --> 0:44:01.160
<v Speaker 1>fairly recent ones, which it's all involved using two or

0:44:01.200 --> 0:44:05.640
<v Speaker 1>more processors or two or more processor cores to divide

0:44:05.719 --> 0:44:08.800
<v Speaker 1>up tasks so that it takes less time to complete

0:44:08.880 --> 0:44:12.040
<v Speaker 1>the overall task. You're breaking it down into parts, and

0:44:12.080 --> 0:44:14.720
<v Speaker 1>it's faster to solve the parts and is to solve

0:44:14.800 --> 0:44:18.600
<v Speaker 1>the thing as a whole. Not all computational problems can

0:44:18.640 --> 0:44:22.480
<v Speaker 1>break into a parallel approach, but for the ones that can,

0:44:22.680 --> 0:44:27.480
<v Speaker 1>parallel processing can speed things up considerably. One application of

0:44:27.520 --> 0:44:31.920
<v Speaker 1>parallel processing involves working out the potential answer two difficult

0:44:32.000 --> 0:44:36.080
<v Speaker 1>math problems, which happens to be the way cryptocurrencies like

0:44:36.200 --> 0:44:42.880
<v Speaker 1>bitcoin verify transactions and subsequently reward the system that solves

0:44:42.880 --> 0:44:47.120
<v Speaker 1>the problem with some cryptocurrency. So, in other words, people

0:44:47.320 --> 0:44:50.360
<v Speaker 1>use bitcoins to make a transaction, right they pay for

0:44:50.440 --> 0:44:54.840
<v Speaker 1>something in bitcoin, The record of that transaction goes into

0:44:54.960 --> 0:44:57.600
<v Speaker 1>a block of data, and when that block is full,

0:44:57.640 --> 0:45:00.600
<v Speaker 1>when it's hit as many transactions as that can hold,

0:45:01.239 --> 0:45:03.719
<v Speaker 1>it has to be verified before it can join the

0:45:03.960 --> 0:45:08.799
<v Speaker 1>chain of previous blocks the block chain. The bitcoin system

0:45:08.840 --> 0:45:14.240
<v Speaker 1>devises a difficult math problem that will verify the transactions

0:45:14.320 --> 0:45:17.719
<v Speaker 1>and thus make the block the most recent in the

0:45:17.880 --> 0:45:21.480
<v Speaker 1>chain of transaction blocks. The first computer system to provide

0:45:21.520 --> 0:45:25.520
<v Speaker 1>the correct solution to this hard math problem gets some

0:45:25.600 --> 0:45:29.359
<v Speaker 1>bitcoins in return, and as long as the value of

0:45:29.400 --> 0:45:34.080
<v Speaker 1>the bitcoin reward is greater than what it cost to

0:45:34.160 --> 0:45:37.719
<v Speaker 1>get to that reward. There's an incentive to build out

0:45:37.840 --> 0:45:41.680
<v Speaker 1>faster computer systems to try and solve the problems before

0:45:41.800 --> 0:45:47.239
<v Speaker 1>anyone else does. Now, these high end graphics cards aren't cheap.

0:45:47.680 --> 0:45:52.080
<v Speaker 1>The founders edition of the rt X thirty nine, that is,

0:45:52.640 --> 0:45:55.920
<v Speaker 1>the version of the card that's actually built by Nvidia,

0:45:56.040 --> 0:45:59.360
<v Speaker 1>would set you back about one thousand, five hundred U

0:45:59.560 --> 0:46:02.960
<v Speaker 1>S dollars if you could find one. But as I

0:46:03.000 --> 0:46:07.080
<v Speaker 1>record this, the value of a single bitcoin is more

0:46:07.120 --> 0:46:11.480
<v Speaker 1>than ten thousand, seven hundred U S dollars, and if

0:46:11.520 --> 0:46:15.360
<v Speaker 1>you solved a block, you would actually net twelve point

0:46:15.640 --> 0:46:20.799
<v Speaker 1>five bitcoins, so that means one solution is worth more

0:46:20.800 --> 0:46:26.120
<v Speaker 1>than a hundred twenty five thousand dollars. And new blocks

0:46:26.239 --> 0:46:30.239
<v Speaker 1>joined the blockchain every ten minutes. So if you have

0:46:30.320 --> 0:46:34.719
<v Speaker 1>the fastest system trying to solve these bitcoin problems and

0:46:34.719 --> 0:46:37.800
<v Speaker 1>you're able to solve a significant number of them for

0:46:38.000 --> 0:46:41.239
<v Speaker 1>whatever span of time you're looking at, you're looking at

0:46:41.239 --> 0:46:44.920
<v Speaker 1>a fortune, which means there is a huge incentive for

0:46:45.000 --> 0:46:49.120
<v Speaker 1>bitcoin miners to sweep up powerful processors that could give

0:46:49.160 --> 0:46:51.920
<v Speaker 1>them the edge when it comes to solving those problems

0:46:52.160 --> 0:46:57.880
<v Speaker 1>and netting a ridiculous amount of money, virtual money, but money.

0:46:57.920 --> 0:47:02.200
<v Speaker 1>So they really want the those processors. They could buy

0:47:02.239 --> 0:47:05.440
<v Speaker 1>a hundred of these Nvidia cards and they could pay

0:47:05.480 --> 0:47:08.160
<v Speaker 1>it off by solving two blocks. Not that this is

0:47:08.239 --> 0:47:12.360
<v Speaker 1>particularly easy, but you get the point. There's the incentive there, YAWLSA,

0:47:13.360 --> 0:47:17.560
<v Speaker 1>and that means that actual gamers are competing not just

0:47:17.680 --> 0:47:20.319
<v Speaker 1>against each other to get hold of these graphics cards,

0:47:20.360 --> 0:47:24.719
<v Speaker 1>but against bitcoin miners. And on the positive side, it

0:47:24.760 --> 0:47:28.040
<v Speaker 1>means that if you aren't absolutely determined to have the

0:47:28.200 --> 0:47:31.440
<v Speaker 1>state of the art hardware in your machine, you can

0:47:31.480 --> 0:47:35.920
<v Speaker 1>probably settle for a card that comes from the previous

0:47:36.000 --> 0:47:40.760
<v Speaker 1>generation or maybe two generations back, because bitcoin miners really

0:47:40.800 --> 0:47:44.680
<v Speaker 1>have no option but to embrace the fastest hardware, because

0:47:44.719 --> 0:47:47.280
<v Speaker 1>if they don't, the odds of them having a system

0:47:47.520 --> 0:47:51.600
<v Speaker 1>capable of solving a Bitcoin problem first reduced down to

0:47:51.800 --> 0:47:55.839
<v Speaker 1>near zero. One of the interesting things about bitcoin is

0:47:55.920 --> 0:47:58.920
<v Speaker 1>that the complexity of the math problem is actually dependent

0:47:59.000 --> 0:48:02.480
<v Speaker 1>upon the amount of assessing power being dedicated to solving

0:48:02.520 --> 0:48:06.279
<v Speaker 1>the problem. So if the Bitcoin system and if it

0:48:06.320 --> 0:48:10.480
<v Speaker 1>detects that computers are solving the problems too quickly, it

0:48:10.600 --> 0:48:15.000
<v Speaker 1>will automatically increase the difficulty of the math problem for

0:48:15.120 --> 0:48:21.600
<v Speaker 1>the next generation of transaction solutions. Now we'll likely see

0:48:21.640 --> 0:48:26.880
<v Speaker 1>this whole cycle continue until it becomes more expensive to

0:48:26.960 --> 0:48:30.360
<v Speaker 1>scoop up the graphics cards. Then you would make in

0:48:30.520 --> 0:48:35.279
<v Speaker 1>solving the blockchain problem. So every four years or so,

0:48:35.600 --> 0:48:39.480
<v Speaker 1>the number of bitcoins that are released per solution reduces

0:48:39.560 --> 0:48:43.440
<v Speaker 1>by half. When bitcoins first appeared, you would get fifty

0:48:43.560 --> 0:48:48.879
<v Speaker 1>of them when you solved a blockchain transaction problem. These

0:48:48.960 --> 0:48:52.720
<v Speaker 1>days it's twelve point five. There is a finite number

0:48:52.760 --> 0:48:56.880
<v Speaker 1>of bitcoins that will ever exist, So eventually we're gonna

0:48:56.880 --> 0:48:59.800
<v Speaker 1>reach a point where the reward you get for solving

0:48:59.840 --> 0:49:04.200
<v Speaker 1>a blockchain problem will be relatively low, and it won't

0:49:04.280 --> 0:49:09.920
<v Speaker 1>justify hoarding and operating a suite of GPU cards in

0:49:10.239 --> 0:49:12.959
<v Speaker 1>various computer cases that are all network together. It would

0:49:12.960 --> 0:49:15.680
<v Speaker 1>be more expensive to do that then you would make

0:49:16.040 --> 0:49:19.719
<v Speaker 1>from solving blockchain problems. Now, you could still do it

0:49:19.760 --> 0:49:21.840
<v Speaker 1>if you wanted to, but you would lose money in

0:49:21.840 --> 0:49:24.440
<v Speaker 1>the process, So it doesn't make sense. But for the

0:49:24.520 --> 0:49:30.480
<v Speaker 1>time being it is incredibly frustrating. Building on that frustration

0:49:30.640 --> 0:49:33.400
<v Speaker 1>are some recent problems with those r t X thirty

0:49:33.440 --> 0:49:36.440
<v Speaker 1>eight and thirty nine D cards. Now, I mentioned a

0:49:36.600 --> 0:49:39.480
<v Speaker 1>Founder's card earlier, and that that is a card that's

0:49:39.480 --> 0:49:43.040
<v Speaker 1>made by Nvidia itself, but in video also license out

0:49:43.640 --> 0:49:47.719
<v Speaker 1>the design the specs of the graphics cards to other manufacturers,

0:49:47.800 --> 0:49:50.520
<v Speaker 1>essentially saying, here are the components you need to put

0:49:50.560 --> 0:49:54.319
<v Speaker 1>together to make one of these cards, and then these

0:49:54.320 --> 0:49:58.879
<v Speaker 1>other manufacturers it's up to them to actually follow instructions

0:49:58.960 --> 0:50:01.719
<v Speaker 1>essentially and make their own version of the thirty eight

0:50:01.800 --> 0:50:05.680
<v Speaker 1>and the thirty cards. Some of these companies will end

0:50:05.760 --> 0:50:09.200
<v Speaker 1>up putting their own little spin on the card designs,

0:50:09.440 --> 0:50:12.400
<v Speaker 1>and unfortunately that can sometimes result in cards that have

0:50:12.560 --> 0:50:16.520
<v Speaker 1>poor reliability or other performance issues. And that's one of

0:50:16.520 --> 0:50:18.719
<v Speaker 1>the things that seems to have happened with the r

0:50:18.760 --> 0:50:22.280
<v Speaker 1>t X thirty eight and thirty nine cards. It didn't

0:50:22.280 --> 0:50:24.799
<v Speaker 1>take long for people to report that they were having

0:50:24.840 --> 0:50:27.960
<v Speaker 1>some problems while running games on systems that had these

0:50:28.000 --> 0:50:31.200
<v Speaker 1>new graphics cards in them. Sometimes they would get kicked

0:50:31.200 --> 0:50:33.280
<v Speaker 1>out of a game and back to the operating system.

0:50:33.400 --> 0:50:36.440
<v Speaker 1>Sometimes the whole system would crash. Sometimes they would get

0:50:36.480 --> 0:50:39.839
<v Speaker 1>weird artifacts and lines that would show up on screen. Now,

0:50:39.880 --> 0:50:43.040
<v Speaker 1>this would all be unacceptable for just a modest graphics card,

0:50:43.120 --> 0:50:45.920
<v Speaker 1>but it's really hard to forgive for a high end

0:50:45.960 --> 0:50:49.400
<v Speaker 1>model like say the thirty nine. And while it's early

0:50:49.480 --> 0:50:52.200
<v Speaker 1>days and it's difficult for me to point a finger

0:50:52.360 --> 0:50:56.560
<v Speaker 1>on any one specific problem or cause of this, what

0:50:56.680 --> 0:51:00.160
<v Speaker 1>appears to be the issue is that some of these

0:51:00.200 --> 0:51:04.200
<v Speaker 1>companies that are manufacturing this kind of graphics card have

0:51:04.320 --> 0:51:07.560
<v Speaker 1>taken some liberties with the design that ultimately have hurt

0:51:07.640 --> 0:51:11.800
<v Speaker 1>the stability of the card's performance. In particular, the Founders

0:51:11.920 --> 0:51:15.760
<v Speaker 1>version of the card has a series of small capacitors

0:51:15.760 --> 0:51:20.160
<v Speaker 1>that some card manufacturers have replaced with a single, cheaper capacitor,

0:51:20.560 --> 0:51:24.279
<v Speaker 1>and that in turn seems to create some electrical interference

0:51:24.320 --> 0:51:29.000
<v Speaker 1>issues that create an unstable environment. And it also makes

0:51:29.040 --> 0:51:33.600
<v Speaker 1>talking about specific graphics cards more confusing because while Nvidia

0:51:33.719 --> 0:51:36.799
<v Speaker 1>is responsible for the card design as well as the

0:51:36.840 --> 0:51:40.920
<v Speaker 1>manufacture of the Founders version of the card, other companies

0:51:40.920 --> 0:51:43.960
<v Speaker 1>are making the same type of card, but potentially with

0:51:44.000 --> 0:51:47.719
<v Speaker 1>tweaks to that design or with less expensive components. That's

0:51:47.719 --> 0:51:50.799
<v Speaker 1>why you can actually find a range of prices for

0:51:50.840 --> 0:51:54.680
<v Speaker 1>the same type of graphics card. Some companies are using

0:51:54.880 --> 0:51:57.960
<v Speaker 1>more premium components, which in turn drives the price of

0:51:57.960 --> 0:52:01.080
<v Speaker 1>the finished card up. Other cup these are using lower

0:52:01.160 --> 0:52:04.120
<v Speaker 1>cost components in an effort to bring the price down

0:52:04.239 --> 0:52:07.120
<v Speaker 1>enough so they can sell a high performing graphics card

0:52:07.160 --> 0:52:10.680
<v Speaker 1>but at a lower price than their competitors are offering. However,

0:52:10.719 --> 0:52:13.400
<v Speaker 1>the danger of that is that the lower price components

0:52:13.719 --> 0:52:16.160
<v Speaker 1>may not be as reliable as the ones that come

0:52:16.280 --> 0:52:20.239
<v Speaker 1>stock with the Founders edition. Of course, some companies might

0:52:20.280 --> 0:52:22.640
<v Speaker 1>even go the other way. They might include even more

0:52:22.680 --> 0:52:26.960
<v Speaker 1>expensive components than the Founder's version does, and then those

0:52:27.000 --> 0:52:30.359
<v Speaker 1>cards will be more expensive. But if the manufacturers can

0:52:30.360 --> 0:52:34.160
<v Speaker 1>sell consumers on the benefits of those more expensive components,

0:52:34.160 --> 0:52:36.480
<v Speaker 1>it can pay off in the long run. It becomes

0:52:36.520 --> 0:52:39.360
<v Speaker 1>a real game of deciding what is going to be

0:52:39.440 --> 0:52:44.040
<v Speaker 1>most important and most profitable. In the end, these cards

0:52:44.239 --> 0:52:47.319
<v Speaker 1>are necessary if you want to get the most out

0:52:47.320 --> 0:52:50.239
<v Speaker 1>of a gaming experience, and it also is necessary to

0:52:50.920 --> 0:52:55.759
<v Speaker 1>revitalize your machine every so often. UM. I know some

0:52:55.840 --> 0:53:01.239
<v Speaker 1>people who update their machines maybe twice a year, which

0:53:01.280 --> 0:53:05.520
<v Speaker 1>to me is incredible. I can't like. I still love

0:53:05.560 --> 0:53:07.640
<v Speaker 1>the mindset that that's way too much money to be

0:53:07.680 --> 0:53:11.719
<v Speaker 1>spending on a single device over and over and over again. UM.

0:53:11.800 --> 0:53:15.640
<v Speaker 1>But I'm also not a pro gamer and I'm not

0:53:15.680 --> 0:53:19.680
<v Speaker 1>a streamer, so there's that I would be more likely

0:53:19.719 --> 0:53:23.279
<v Speaker 1>to buy a more modest graphics card and hope that

0:53:23.320 --> 0:53:26.040
<v Speaker 1>it gets me through the next couple of years and

0:53:26.080 --> 0:53:30.799
<v Speaker 1>then upgrade from there. But then again, I'm not doing

0:53:30.800 --> 0:53:34.720
<v Speaker 1>it for a living, so I'm I'm a different consumer anyway.

0:53:34.760 --> 0:53:38.680
<v Speaker 1>But I hope that this helps illustrate what graphics processor

0:53:39.080 --> 0:53:42.480
<v Speaker 1>units do, what graphics cards are meant for, why it's

0:53:42.520 --> 0:53:46.279
<v Speaker 1>hard to find them, and you know what's going on

0:53:46.800 --> 0:53:50.319
<v Speaker 1>with the current craze with the graphics cards that are

0:53:50.320 --> 0:53:53.879
<v Speaker 1>on the market today. I am going to sign off now.

0:53:53.960 --> 0:53:56.759
<v Speaker 1>We're gonna wrap this one up, but if you guys

0:53:56.760 --> 0:53:59.880
<v Speaker 1>have suggestions for future episodes of tech Stuff, send me

0:54:00.000 --> 0:54:02.160
<v Speaker 1>a message. The best way to do it is on Twitter.

0:54:02.680 --> 0:54:06.000
<v Speaker 1>We use the handle text stuff h s W and

0:54:06.040 --> 0:54:14.120
<v Speaker 1>I'll talk to you again really soon. Y. Text Stuff

0:54:14.200 --> 0:54:17.359
<v Speaker 1>is an I Heart Radio production. For more podcasts from

0:54:17.360 --> 0:54:21.160
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0:54:21.239 --> 0:54:23.240
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