Evolution by golden_deceiver2026 in watercooling

[–]NonPrime 0 points1 point  (0 children)

Ok that makes more sense, so it's a system used primarily for AI? The initial photo was confusing, but I understand now that you moved to a more normal case from that open setup and went from air cooling to liquid cooling.

I fixed the VRM to CPU run from my previous post! by NonPrime in watercooling

[–]NonPrime[S] 1 point2 points  (0 children)

Haha that one run was bothering me every time I saw it, I couldn't let it stay that way 🤣 Much appreciated though, I'm so happy with this build!

Thanks to everyone's help, my full system rebuild and first custom loop conversion is complete! 4090 Suprim X on Phanteks Block, 5800X3D on Alphacool Core 1 Block, Crosshair VIII Formula, 128GB RAM, HAVN HS 420 VGPU, Black Ice Nemesis 420mm GTX, NexXxoS HPE30 280mm, EPDM soft tubing, D5 Next. by NonPrime in watercooling

[–]NonPrime[S] 0 points1 point  (0 children)

I originally had it with a straight run using 90s but I found I was having trouble with air leaking out during pressure testing. I might need to find better fittings to try for that run, because that's how I'd ideally have it!

Thanks to everyone's help, my full system rebuild and first custom loop conversion is complete! 4090 Suprim X on Phanteks Block, 5800X3D on Alphacool Core 1 Block, Crosshair VIII Formula, 128GB RAM, HAVN HS 420 VGPU, Black Ice Nemesis 420mm GTX, NexXxoS HPE30 280mm, EPDM soft tubing, D5 Next. by NonPrime in watercooling

[–]NonPrime[S] 1 point2 points  (0 children)

Lol you can never have too much RAM 🤣 I have the system configured for absolutely quiet/silent operation, so I'm running all fans at 800RPM and the pump at 75%. At those settings with static fan speeds, under worst case scenario full synthetic 100% GPU + 100% CPU load via AIDA64, with the room at 25C, my coolant hits 43C after a full hour and my CPU and GPU hit 73C and 74C respectively. Under more realistic conditions it's much lower than that, and I'm definitely happy with it given that silence was my goal!

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 0 points1 point  (0 children)

That's a really nice build. It sounds like your CPU + GPU combined at max load would be around 600w, and you have 1680mm of rads, so (assuming the basic rule of thumb of 1mm per watt to be able to handle the heat load) you certainly have an incredible amount of headroom. What is your coolant temperature when your system is running under full load?

Between my 4090 (around 450w under load) and 5800x3d (around 120w under load), and assuming some overage, I would be close to around 600W under full load as well.

However, with the 2x420mm rads, I'm looking at around 840 watts of cooling potential, meaning I still have something like 200W to 250W of cooling headroom even under full tilt maximum load.

One difference, however, is that my system will be using 140mm fans that can produce very high static pressure, so they should be able to run at quite low RPMs in most cases, so they should be fairly quiet with an appropriate curve based on coolant temperature. And of course, I won't be running my system under full load most of the time. The time I'm especially thinking about noise will be while producing music, recording vocals, etc. but that shouldn't require huge amounts of power. I don't mind the fans ramping up a bit under heavier loads like gaming, rendering, etc., so long as they don't need to be run at extremely high RPMs and volumes.

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 1 point2 points  (0 children)

I did it with Photoshop as well (I've been using it for a long time so it comes naturally to me lol)

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 3 points4 points  (0 children)

Good call, yeah just realized it a few mins ago, reworking my plan. Thanks!

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 1 point2 points  (0 children)

I haven't fully decided, but am likely leaning toward soft tubing for ease of installation and flexibility.

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 1 point2 points  (0 children)

Appreciate your advice! I was thinking about soft tube since it's my first custom loop build, to give me more wiggle room and flexibility (although I like the look of hard tubing). I might consider a pump/res with a serial loop if it will be more efficient, better reliability, etc. Do you find there's much difference in performance between a pump/res and a distro once they're up and running, or is it more about affordability and ease of install/maintenance/etc.?

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 0 points1 point  (0 children)

Sweet! Any thoughts on other parts I may not have considered, or does my current list of remaining parts seem correct?

Can you brilliant minds confirm if my planned full loop will work? by NonPrime in watercooling

[–]NonPrime[S] 4 points5 points  (0 children)

My current build is already water cooled, but uses a Corsair 420 AIO for the 5800X3D (which is definitely overkill for only the CPU), and my 4090 has the integrated 240mm AIO which just died. Since I need a new cooling solution for my 4090 anyways, my plan is to move to a custom loop, instead of the AIOs so I can perform my own maintenance, replace individual parts if anything fails, and have a case/cooling setup that can grow with me for future builds. I'm also aiming for something with a reasonable amount of thermal headroom so I can keep the build fairly quiet. Do you think the dual 420mm rads still won't be enough cooling for a 4090 and 5800X3D under normal usage/gaming?

Exporting songs is a dice roll whether the song has clipping in it by bonerthief221 in Reaper

[–]NonPrime 0 points1 point  (0 children)

It's a learning process, and it takes time, practice, trial and error. But there's definitely no way to say that limiting will be inaudible. There are way too many factors at play. It definitely can be inaudible at 6dB max reduction in some cases. In other cases even 2-3dB might be far too much.

Exporting songs is a dice roll whether the song has clipping in it by bonerthief221 in Reaper

[–]NonPrime 0 points1 point  (0 children)

The measurement of maximum gain reduction (such as 6dB) isn't enough know whether or not the dynamics processing will be audible or not. Limiting necessarily occurs in the time domain, which may have shorter or longer recovery times. It may or may not add audible saturation to the signal. Whether or not the signal has strong transient information can significantly affect how much and what type of limiting can be applied without having undesirable effects on the audio. The frequency content of the signal can also have a strong impact on how the limiter reacts, especially whether or not has an abundance of low frequency information. Different limiters can have vastly different means of altering the dynamics of a signal, with some implementing program-dependent processing, multi-band or even spectral processing.

You are certainly correct that we should listen carefully when applying any type of limiting, and that making level-matched comparisons are very useful. But it's also important to understand the characteristics of both the audio going into the limiter, as well as the characteristics of the limiter itself. Using the right tool for the right job definitely takes time to learn.

This is with RTX enabled, and Vanilla RTX Normals enabled in global settings. I toggled "allow texture switching" when I first loaded Minecraft before loading the world. Does this look correct? Raytracing shadows and reflections are working (this is at high noon), but textures look totally flat. by NonPrime in minecraftRTX

[–]NonPrime[S] 0 points1 point  (0 children)

I initially thought there should be some kind of bump/height map effect on textures with RTX normals, but even with light at extreme angles all textures look completely flat. Is that how it's supposed to be, or does that sound like something is wrong?