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Traditional graphics workloads partition the 96 KB L1/shared memory as 64 KB of dedicated graphics shader RAM and 32 KB for texture cache and register file spill area Compute workloads can divide the 96 KB into 32 KB shared memory and 64 KB L1 cache or 64 KB shared memory and 32 KB L1 cache Turing implements a major revamping of the core execution.

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Shader Interpreter only (0) Write color buffers On (53) Off (0) Strict rendering mode On (2) Off (0) VSync On (1) Off (0) Stretch to display area On (1) Off (0) Enable 3D On (0) Off (0) Disable vertex cache On (5) Off (0) Multithreaded RSX On (5) Off (0) Asynchronous texture streaming On (0) Off (0) Audio configuration Setting Option Enable buffering On (0) Off (0).

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Characters use a channel of vertex colors (which live on the mesh itself) to mask this effect on or off Using vertex colors saves us an extra texture because the change is subtle enough Without the skin shader the characters look more gamified Textures Characters in their most basic form use 4 textures.

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Image Sharpening – Sharpening Off Anisotropic filtering – 16x Antialiasing FXAA – Off Antialiasing Gamma correction – On Antialiasing Mode – Applicationcontrolled Antialiasing Transparency – Off CUDA GPUs – All Low Latency Mode – Ultra Max Frame Rate – Off MultiFrame Sampled AA (MFAA) – Off Optimize for Compute Performance – Off Power.