We Dont Speak Like This Again Vrap Ague003

300GB is SATAII

and exist very Aware of this.. SATAIII is a marketing gimmick every bit much as SATAI to SATAII was. Unless you are on a professional controller card and I dont care what the motherboard onboard controller says, SATAIII is a joke

No negative..

as long as yous practice not exceed 200GB on the 300 Vrap or 415GB on the 600 Vrap it doesnt matter, same bat time.. same bat channel

You mean engineering performance specs?

yes, the 400/600 6Gb/s drives are past spec faster than the 3Gb/southward versions and because of their platter size they are faster but because of basic geometry

The drives will provide a college burst than the 3Gb/due south drives but the bargain is, the larger cache and 6Gb/southward buffer to host speed plays very fiddling role in the functioning of whatsoever SATA drive unless the drive is beingness run under enterprise conditions (controller cards) and in the case of motherboard ports, when a user is accessing them for sequential read/write files

This the function that confuses people.. We dont use our computers for sequential access in FSX and typical applications, nosotros use it for random admission.

Sequential read/write access is when you are watching a picture show or pulling upward one huge data file, or things like A/5 editing where you are writing one or more massive size files to the drive. Under those conditions yous are duplicating what typical benchmark programs do, which is read the disk across the platter and rate the response. The buffer to host and the enshroud volition so kick in and bear witness its muscle. Those sequential read benchmark results are in reality 'false' to our real world utilize. To see the event and exam the performance of a drive in random access/read we must use enterprise software such as I/O Meter and run our systems for a specified number of hours/days then review the data to observe the truthful average random 'real world' read/write performance sits.

Random read/write with 'some' sequential read/write going on is how the typical user works with their computer. Thats an entirely different operation curve situation and one they dont postal service or display for hard drives because that type of examination may not be very flattering to the marketing and cost of the drive. In that situation the newer Vraps are faster than their older siblings, but mainly because of the platter size more than the specs for latency.

One of the reasons why I specify O&O defrag and apply of the NAME defrag is because of what I posted above.. FSX and many other programs work off of a alphanumeric file name system to call files into physical retentivity. When nosotros Proper name defrag the drive we are in fact creating a much more than 'sequential read' state of affairs and therefore taking much greater advantage of the cache and buffer to host speed inside the 'flare-up'. By using the Proper noun defrag method we are in many ways profitable the bulldoze by making our admission requests more sequential, in example..

When you are flight and coming up on the next scenery boundary area the sim volition call the next area into concrete memory from the drive. If we accept Proper noun defragmented the bulldoze correctly, then those files will be located on the drive in alphanumerical society right next to each other in the sectors. That ways the head of the bulldoze is not seeking randomly for every single file but instead seeking randomly for 'sets' of files which reduces the random seek/read past quite a chip. A visual aid to how this works would be this list of autogen and footing textures beingness called that have been Proper name defragmented:

Begin side by side area scenery load:

Scenery\World\Texture\023b2an1.agn <---- once this file is found, the side by side that will be chosen is correct adjacent to it on the sector
Scenery\World\Texture\023b2an2.agn
Scenery\World\Texture\023b2an3.agn
Scenery\World\Texture\023b2an4.agn
Scenery\Globe\Texture\023b2an5.agn
Scenery\Globe\Texture\023b2an6.agn
Scenery\Globe\Texture\023b2an7.agn
Scenery\Globe\Texture\023b2fa1.bmp
Scenery\Earth\Texture\023b2fa2.bmp
Scenery\World\Texture\023b2fa3.bmp
Scenery\World\Texture\023b2fa4.bmp
Scenery\World\Texture\023b2fa5.bmp
Scenery\World\Texture\023b2fa6.bmp
Scenery\World\Texture\023b2fa7.bmp

 -------------------- seek adjacent fix

Scenery\World\Texture\027b2an1.agn  <---- again, one time this is found the rest follow suit on the drive
Scenery\World\Texture\027b2an2.agn
Scenery\World\Texture\027b2an3.agn
Scenery\Earth\Texture\027b2an4.agn
Scenery\Earth\Texture\027b2an5.agn
Scenery\World\Texture\027b2an6.agn
Scenery\World\Texture\027b2an7.agn
Scenery\World\Texture\027b2fa1.bmp
Scenery\World\Texture\027b2fa2.bmp
Scenery\Globe\Texture\027b2fa3.bmp
Scenery\World\Texture\027b2fa4.bmp
Scenery\World\Texture\027b2fa5.bmp
Scenery\World\Texture\027b2fa6.bmp
Scenery\World\Texture\027b2fa7.bmp

  -------------------- seek adjacent prepare

Scenery\World\Texture\032b2an0.agn <-----  zippity-exercise-da Wink
Scenery\World\Texture\032B2an1.agn
Scenery\Globe\Texture\032B2an2.agn
Scenery\Globe\Texture\032B2an3.agn
Scenery\World\Texture\032B2an4.agn
Scenery\World\Texture\032B2an5.agn
Scenery\Earth\Texture\032B2an6.agn
Scenery\Earth\Texture\032B2an7.agn
Scenery\Globe\Texture\032b2an8.agn
Scenery\World\Texture\032b2an9.agn
Scenery\World\Texture\032b2ana.agn
Scenery\World\Texture\032b2anb.agn
Scenery\World\Texture\032b2anc.agn
Scenery\Globe\Texture\032b2and.agn
Scenery\Earth\Texture\032b2ane.agn
Scenery\World\Texture\032b2anf.agn
Scenery\World\Texture\032b2fa0.bmp
Scenery\World\Texture\032b2fa1.bmp
Scenery\World\Texture\032b2fa2.bmp
Scenery\World\Texture\032b2fa3.bmp
Scenery\World\Texture\032b2fa4.bmp
Scenery\World\Texture\032b2fa5.bmp
Scenery\World\Texture\032b2fa6.bmp
Scenery\World\Texture\032b2fa7.bmp
Scenery\World\Texture\032b2fa8.bmp
Scenery\Earth\Texture\032b2fa9.bmp
Scenery\World\Texture\032b2faA.bmp
Scenery\World\Texture\032b2faB.bmp
Scenery\World\Texture\032b2faC.bmp
Scenery\World\Texture\032b2faD.bmp
Scenery\World\Texture\032b2faE.bmp
Scenery\Earth\Texture\032b2faF.bmp

etc, etc, etc  and the bicycle continues till all files are read

And because they are all on the kickoff physical partition of the drive and compacted to the outer sectors of the bulldoze and in Proper noun order, the bulldoze head is literally 'skimming' through the track with footling or no bouncing around, and so to speak.. this translates to FAR LESS CPU Fourth dimension as well which in plow goes to the game instead of the file system

 Therefore nosotros have fabricated our file arrangement far more "sequential read access" friendly and that is what takes real advantage of the SATA organization and the SATA drives cache/buffers

and to add to this... the reason AHCI/NCQ hinders SINGLE USER drive performance is because in between those reads the bulldoze is going though unnecessary cycles in the control. In MULTI USER environments those commands are a BLESSING to access and telephone call files to different user stations merely the operations are nothing simply HIGH LATENCY or pauses to a single user, therefore its all-time to run single user drives in ENHANCED IDE mode instead of AHCI/NCQ

With SSD that is merely the opposite! We desire AHCI/NCQ operations with SSD because in that location is admittedly NO mechanical WAIT STATE time existence imposed on the drive read performance and with SSD NCQ has been avant-garde far past what a typical mechanical hard drive can practise with it

I answered, .. its 'nearly' the same only in the right weather the 600 is always going to be faster, merely non blazing over the 300

falconescioneir.blogspot.com

Source: https://www.simforums.com/forums/wd6000hlhx-raptor-availability_topic34799.html

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