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So i was able to spoof the EDID of my monitor to make it appear as a 12bit monitor, this didnt help at all. I use the "color control" program to make sure Nvidia dithering is disabled at the registry level and there is still massive strain with the RTX A4000. https://github.com/Maassoft/ColorControl Maybe when i get nvdithctrl running it might work but at this point im 100% convinced this is a VBIOS problem.
I was just reading about how different generations of GPU's do rendering, and it is stated that there is a "Tiled Rendering mode" and a "Immediate Rending mode".
Early in the development of desktop GPUs, several companies developed tiled architectures. Over time, these were largely supplanted by immediate-mode GPUs with fast custom external memory systems.
Major examples of this are:
PowerVR rendering architecture (1996): The rasterizer consisted of a 32Ć32 tile into which polygons were rasterized across the image across multiple pixels in parallel. On early PC versions, tiling was performed in the display driver running on the CPU. In the application of the Dreamcast console, tiling was performed by a piece of hardware. This facilitated deferred renderingāonly the visible pixels were texture-mapped, saving shading calculations and texture-bandwidth.
Microsoft Talisman (1996)
Dreamcast (powered by PowerVR chipset) (1998)
Gigapixel GP-1 (1999)[6]
Intel Larrabee GPU (2009) (canceled)
PS Vita (powered by PowerVR chipset) (2011)[7]
Nvidia GPUs based on the Maxwell architecture and later architectures (2014)[8] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
AMD GPUs based on the Vega (GCN5) architecture and later architectures (2017)[9][10] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Intel Gen11 GPU and later architectures (2019)[11][12][13]
Examples of non-tiled architectures that use large on-chip buffers are:
Xbox 360 (2005): the GPU contains an embedded 10 MB eDRAM; this is not sufficient to hold the raster for an entire 1280Ć720 image with 4Ć multisample anti-aliasing, so a tiling solution is superimposed when running in HD resolutions and 4Ć MSAA is enabled.[14]
Xbox One (2013): the GPU contains an embedded 32 MB eSRAM, which can be used to hold all or part of an image. It is not a tiled architecture, but is flexible enough that software developers can emulate tiled rendering.[15][failed verification]
https://en.wikipedia.org/wiki/Maxwell_(microarchitecture)
https://en.wikipedia.org/wiki/Tiled_rendering
https://www.techpowerup.com/231129/on-nvidias-tile-based-rendering