I don't use Twitter or Reddit so thanks for providing this info. Not that it really matters much in the grand scheme of things, but I like my hardware reviewers to be as objective as possible so I will continue to avoid HUB's reviews.
Full flexibility possibly comes with an hefty price tag since BVH traversal can be highly irregular and doesn't map well to SIMD cores.That's what i have expected and hoped for. If there is no traversal HW, BVH might be arbitary, DXR implementation is backed with compute traversal and AMDs software BVH data structures.
If this is fast enough to b useful, it means full flexibility - custom BVH can be shared for multiple purposes, LOD is possible. All my initial complainds about RT might be resolved. (But AMD needs to expose intersection extensions.)
There's no contradiction. It means that while FF HW is performing some ray/box or ray/triangle intersections (which are part of the traversal process) the shader cores can be doing something else, like shading (same as texture mapping). Also they might be devoting some threads to traversal only while others are responsible for shading. Since traversal is partially done in SW there are many ways to skin that cat..umm... this sentences contradict themselves. Not sure what he tried to say (although german is my natural language), but it seems he means:
'AMD has confirmed traversal and shading can run in parallel' - which would imply traversal runs on FF unit like NV does.
I guess the truth is somewhat in between, but maybe somebody can clarify?
he has a point but at the same time we only have the info we got
Thanks for the info. The driver leak and block diagram can look conflicting. This upgraded Raster Unit sounds really nice, and more efficient at rendering small triangles approaching 1 pixel in size.4 triangles per clock at up to 128 pixels/clock. A triangle can touch a single pixel or up to 32 and theoretically maintain peak geometry rate. For comparison I think the RTX 3080 is 6 prims/clock and up to 96 pixels/clock.
he has a point but at the same time we only have the info we got
The 6800 beats the 3070 in almost all scenarios aside with ray tracing its a mix bag and add dlss on top let the 3070 almost double frame rates vs the 6080,
I think its a shame AMD couldn't show at least a beta of their DlSS competitor
I don't use Twitter or Reddit so thanks for providing this info. Not that it really matters much in the grand scheme of things, but I like my hardware reviewers to be as objective as possible so I will continue to avoid HUB's reviews.
What about RTX cores - they're MIMD? Makes me wonder why AMD didn't go with something similar - patent issues?Full flexibility possibly comes with an hefty price tag since BVH traversal can be highly irregular and doesn't map well to SIMD cores.
I think the 128 is a number for retiring pixels, i.e. RB+ throughput.4 triangles per clock at up to 128 pixels/clock. A triangle can touch a single pixel or up to 32 and theoretically maintain peak geometry rate. For comparison I think the RTX 3080 is 6 prims/clock and up to 96 pixels/clock.
Yes, they are MIMD units on both Turing and Ampere.What about RTX cores - they're MIMD? Makes me wonder why AMD didn't go with something similar - patent issues?
If cyberpunk2077 doesn' move ray tracing cards then nothing in the near future will. I'm expecting people really want to play it with bells and whistles on.
I think it will be dependent on what kind of net visual improvements RT brings and the performance achieved.If cyberpunk2077 doesn' move ray tracing cards then nothing in the near future will. I'm expecting people really want to play it with bells and whistles on.
Agreed. On a personal note I have to say, this is the only PC title on my radar right now and I can't wait to see how it looks and plays.
I think it will be dependent on what kind of net visual improvements RT brings and the performance achieved.
Thanks for the info. The driver leak and block diagram can look conflicting. This upgraded Raster Unit sounds really nice, and more efficient at rendering small triangles approaching 1 pixel in size.
Navi10 has Primitive Units, where each can send 1 triangle to the Raster Unit, and cull up to 2 triangles. I might be misinterpreting the driver leak, but is the Primitive Unit in Navi21 upgraded to send 1 triangle and cull up to 2 or 4 triangles per cycle?
BTW, would you know what the Packer Per Scan Converter is referring to in the driver leak? The below is what was confusing for Navi21:
num_sc_per_sh = 1
num_packer_per_sc = 4
One thing to note though, the VRS chart measures performance gains in percentiles, it's not measuring actual scene performance, so a GPU can be CPU limited and not post huge gains with VRS enabled. Which is evident by the fact that the 2080Ti/3070 are posting bigger gains than even the 3080 or 3090.That vrs result is interesting. Not many games support it yet. Could be important this gen.
Yep. Definitely looking forward to a highly detailed rt experience w/o compromised visuals.Trailers/gameplay from youtube videos are deliciously shiny. Cyberpunk2077 is probably biggest/most anticipated cross platform game this year.
But we don't know how much of that is the general look vs RT enhancement.Trailers/gameplay from youtube videos are deliciously shiny. Cyberpunk2077 is probably biggest/most anticipated cross platform game this year.
Ultimately people will make the decision to purchase the GPU that best meets their needs. I think AMD will regain marketshare this round, just for simply competing at the high-end again, even if not in ray-tracing.