RX 6800 is the better card (except rt & dlss), but I would wait for reviews on the 3070 Ti. They say based on lessor GA102 chip, priced the same as 6800 but will have 10GB.I like the 6800 I have not decided between a custom 3070 or a custom 6800. the 3070 is better for RT but worse at raster and only have 8GB it will age like shit.
With no volume right now, it's complicated to gain anything. They don't take advantage of nVidia paper launch (worse, I've seen people shop for a 6800xt, but leaving with a 3080 because they start to be available here and there).
I prefer to get a custom 6800 than a reference(if that's even possible) 6800XTGet the 50 dollars more 6800XT, a north of 20TF GPU.
Yeah the problem is 10GB is not that much better than 8...If it were 12 that would be something. I wanted to get my new card on December for CP and the 3070TI looks to be for the next year.RX 6800 is the better card (except rt & dlss), but I would wait for reviews on the 3070 Ti. They say based on lessor GA102 chip, priced the same as 6800 but will have 10GB.
so for scan converter you get: 4x2x1 = 8 scan converter
at macos10 the leaker did a failure by transfaring the data, he confirmed macos 11 is right. Its the same like in the linux driver.
however i hope they have a dlss like solution to show off soon. I think that was the biggest mistake of the launch
8 scan converters doesn't match 8 raster units, as there are 4 on the diagram, so 4 scan converters.
Since there are 4 SEs for Navi21, num_sc_per_se = 1 looks to be the correct entry which gives 4 SCs, rather than the num_sc_per_sh = 1, which gives 8 SCs.
And what are 4 Packers per Scan Converter?
Well, @3dcgi mentioned Navi21 rasterises 4 triangles per clock, so how do you get that with 8 scan converters?no it’s not that’s the funny thing in all drivers you have 8 scan converter.... Linux driver have the Same values. 4 was e mistake from the leaker.
Full flexibility possibly comes with an hefty price tag since BVH traversal can be highly irregular and doesn't map well to SIMD cores.
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..
and like i said , i think its a mistake they didn't have anything ready even a preview working with one of their partner games or in conjunction with microsoftI wouldn't describe it as a mistake. I'm sure they would have loved to show something if it were possible. The reality is that MLSS is extremely hard to do. God knows how long Nvidia with all their expertise in ML and the tensor cores to rely on were working on DLSS before it launched. And even then it took another year before it was useable.
I've just realised something that is perhaps obvious to others: VRS turns a single rasterised (EDIT: and shaded) fragment into 2 or 4 pixels in the render target.I think the 128 is a number for retiring pixels, i.e. RB+ throughput.
6x6 is 36 pixels - you mean 32 pixels? Maybe 2 scan converters are involved per raster unit?@j^aws
It make no sense. Rasterising now polygons which are 6x6 pixels dimension make no sense when more and more polygons getting smaller than one pixel.
I'm thinking some algorithm with 2 scan converters that can be overlapped and their difference is a smaller triangle, and as small as 1 fragment scalling coverage up to 32 fragments per raster unit per triangle. Just speculating.@j^aws
that is the question!? Something is strange. @CarstenS said that there are no improvements between navi10 and navi21 in rasterisation, but the driver says different. I thought always that scan converter is always a rasterizer, maybe the definition is wrong. Maybe scan converter + other units is a rasterizer. But what are the other units?
Wait a second. That's not what I said. I said I'm seeing numbers for 6800XT that align almost perfectly with 64 rasterized pixels per clock. 128 depth writes per clock and 256 depth rejects per clock.@CarstenS said that there are no improvements between navi10 and navi21 in rasterisation,[...]