Right. Higher resolutions put more pressure on bandwidth and fillrate. So if AMD has Ampere beat on the geometry frontend and fillrate they have a chance to sweep the board. I don’t know of any really ALU bound games.
Ray tracing?
Right. Higher resolutions put more pressure on bandwidth and fillrate. So if AMD has Ampere beat on the geometry frontend and fillrate they have a chance to sweep the board. I don’t know of any really ALU bound games.
From your mouth to Terry Makedon's ears!Lets hope amd dont shoot themselves in the foot by releasing godawful drivers
Right. Higher resolutions put more pressure on bandwidth and fillrate. So if AMD has Ampere beat on the geometry frontend and fillrate they have a chance to sweep the board. I don’t know of any really ALU bound games.
lumen sounds exceptionally heavy on ALU. And Epic did mention it was Lumen that was the greatest factor for performance and not their Nanite microgeometryI would expect UE5 is very likely going to be bottlenecked by ALU.
I would expect UE5 is very likely going to be bottlenecked by ALU.
lumen sounds exceptionally heavy on ALU. And Epic did mention it was Lumen that was the greatest factor for performance and not their Nanite microgeometry
From your mouth to Terry Makedon's ears!
Ray tracing?
Crysis Remastered with software raytracing. A 3090 is 3.8x faster than a 5700XT: https://www.purepc.pl/test-wydajnosci-crysis-remastered-czy-mi-pojdzie-zalezy-co-masz?page=0,14
Considering how different a mesh shader front end would be; would any game really want to support both?I'm curious about mesh shader benchmarks. Besides nvidia asteroids, I don't know of any, but I'm not sure if that's directx or if it's vulkan with Nvidia proprietary extensions. I'd really like to get a sense of how mesh shaders will change front-end performance since you can throw compute at coarse and fine-grained culling and tessellation.
If the 3080 cannot utilize it's bandwidth then neither can Turing and Pascal cards, since their bandwidth deltas correspond with perfomance deltas.
Only the 3090 has somewhat excessive bandwidth.
Considering how different a mesh shader front end would be; would any game really want to support both?
I think once you go Mesh Shaders/Primitive Shader pipeline, I don't think you'll support older pipelines.
Its the same if you go gpu based submission, you're probably not going to want to support non-gpu based submission anymore.
Good point.I think you can convert meshlets to meshes and then have both pipelines. Existing engines already have the vertex shader pipline in place. Mesh shaders are really new so not sure how practical that is.
I don’t see why hardware assisted raytracing would be ALU heavy in Nvidia’s case.
That’s an interesting data point. Are you sure it’s all software RT? I thought it’s also using hardware RT on Nvidia via some Vulkan + DirectX interface.
I don't think the Cryengine RT solution uses RT hardware. I think it's purely software. Otherwise 5700XT wouldn't be beating a 2060 here.
https://www.tweaktown.com/articles/...hmark-tool-tested/index.html#Benchmarks-1440p
Good point.
I just recall a point that stuck with me, and that Sebbbi knew async compute culling etc, could all outperform what we have, but no one wanted to do it because of lack of support and he was uninterested in supporting 2 separate pipelines (not the same as supporting 2 separate platforms)
I would assume they would just drop support for 1 because the mesh/primitive shaders are not only faster, but are functionality more versatile in terms of working with geometry.
The last version use ta mix of SVOGI and triangle based raytracing
https://www.cryengine.com/news/view...-ray-traced-reflections-in-cryengine-and-more
Yah, this link is a lot more clear. They do use RTX/DXR now and fall back to voxels on non-capable hardware.
One of the important components of any ray tracing implementation is the ray intersection acceleration structure. Our SVOGI (Total Illumination) system already contained what was necessary, so it was a relatively straightforward step to add the data required for ray tracing. In the current implementation, for every voxel, we store a reference to overlapping triangles, plus the usual information like albedo, opacity, and normal data.
Merging voxel and ray tracing data provides great flexibility. For example, for diffuse rays, true mesh tracing is needed only near the beginning of the ray but for the rest of the ray we can use more efficient cone tracing without any visual artifacts. A similar optimization works with specular rays. Only smooth and clean surfaces like mirrors require true mesh ray tracing. Most low-gloss, less shiny surfaces can be traced much faster simply by tracing voxels, which will achieve the same or better visual output. Another important part of most real-time ray tracing implementations is de-noising, which already exists in CRYENGINE.
Part of the process was delivering proper support for ray hit shading. Based on our existing deferred shading solution we implemented an additional render pass for the shading of rays, with the support of every possible light source we have. By doing this, we make sure that we get proper shading in reflections. We also added support for particle system ray tracing, allowing the reflection of particle effects.
The context of the discussion was the 3080 vs the 3070, where the 70% additional bandwidth only translates into 26-32% more performance. The extra bandwidth does have a power cost and is certainly one of the reasons for the lower power efficiency of the 3080.