Tiled resources is just an awkward way of exposing virtual memory support in modern GPUs. Quite a few Sony games like Death Stranding and Marvel's Spiderman uses the feature on PS/PC but nobody really makes any interesting use out of it for things like virtual texturing (original intention of...
Since it's RGA, it has nothing to do with in-game pipeline compilation. RGA is a tool used to inspect the ISA disassembly generated by the compiler from the source language files. The blog states that RGA now supports offline separate shader compilation for vertex/pixel/compute shaders without...
Eventually, even 2.5D substrate packaging capacity will meet a production equilibrium ...
Nvidia just went for a second compute die in their next flagship AI product ...
AMD and Intel want to profit off of AI too but given their minor market share over there they aren't as pressured to allocate wafers for it like Nvidia ...
Prices could potentially rise because Nvidia may pullback on producing GPUs since there's far higher returns on producing AI accelerators...
Show me a REAL WORLD application for AI in real-time rendering OUTSIDE of temporal filtering techniques! (upscaling/frame generation/denoising/radiance caching/etc)
Can you list where AI has had ANY DIRECT benefit for rendering virtual geometry/textures, shadows, lighting/ray tracing...
I'm pretty sure that's not the case if you look at real world testing. Native 4K manages to still be competitive (if not maybe better ?) against an upscaled 1440p image in terms of quality in a lot of cases. With an upscaling factor of 4x, there's no upscaling method out there that can produce...
I have a feeling that all this AI marketing hype is entirely predicated on it's ability to do better upscaling because I have yet to see any truly transformative applications for gaming that requires consumer AI HW ...
I don't know why exactly there's so much interest in NPU hardware when they're abominations from a programming standpoint. How useful is it to feature Cell SPU-like inspired hardware on top of their likely non-standard VLIW ISA for game development ? It's like the hardware vendors wanted to make...
The only hard numbers that we got is that they were running 1080p/60hz w/ DLAA/RR on an RTX 4090 in an amusement park scene. We don't have much clear data about scene/acceleration structure complexity so it makes me think if they've introduced a ray traced shadow biasing mechanism or they're...
The entire selling point of ReSTIR/RTXDI is path traced direct lighting for primary views. If you can't use the algorithm in the presence of virtual geometry without introducing serious shadowing artifacts (poor acceleration structure) or high data structure cost then how much value do you think...
The worst part by far about many of these "neural processing units" is that absolutely none of the shipping hardware vendors are interested in providing explicit programming support for them. There's no public compilers to support your usual compiled high-level languages like C++ or custom...