Still sorting out things. Don't want to post misleading numbers. Sorry it's taking so long.
Any update on your progress with the polygon throughoutput rate ?
Still sorting out things. Don't want to post misleading numbers. Sorry it's taking so long.
There, fixed it for you. So much stuff still sub-par, ugly looking or simply wrong (some things got fixed in 1.04, I admit). I think I'll pass and wait until at least the next patch or maybe the one after that, because I really want to enjoy the game, not force myself through it. And maybe, just maybe, recent graphics cards will become more readily available so I can upgrade my PC a bit.Gamers should wait for the proper patches before starting to play Cyberpunk, IMO.
Nothing new, seems like I'm not the only one who's busy.Any update on your progress with the polygon throughoutput rate ?
Even DLSS Quality introduces ugly looking articfacts to hi-frequency textures, some lower levels (Perf & Ultra Perf) are temporally unstable in places in addition to that. Observable in the intro-section of Corpo-Rat origin, when you're in the level where your boss sends you on your first mission. Not pretty.Which doesnt say much. You do need DLSS if you want to run RT thats going to matter on a 2060. I shared a yt video somewhere here about the performances.
Even DLSS Quality introduces ugly looking articfacts to hi-frequency textures, some lower levels (Perf & Ultra Perf) are temporally unstable in places in addition to that. Observable in the intro-section of Corpo-Rat origin, when you're in the level where your boss sends you on your first mission. Not pretty.
In short: Total flexibility, and all my dreams became true. Current game benchmarks are biased because flexibility is not used. Discussion about 'Compute vs. FF HWRT' is not over, and has just started.
Surely AMD will release a demo any day now showcasing the performance and IQ benefits of their flexible implementation.
Doubt it. They are not NV who comes up with research results on any idea that might make sense. I guess they have to focus on good DXR support, competing DLSS, etc.Surely AMD will release a demo any day now showcasing the performance and IQ benefits of their flexible implementation.
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Nah, no conspiracy going on. RDNA2 and Ampere (6800/3070 for example) stack up nicely in normal rasterization, with Ampere performing somewhat better. Since RNDA2 RT is subpar its where it falls apart, aside from reconstruction tech and higher resolutions to an extend.
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Doubt it. They are not NV who comes up with research results on any idea that might make sense. I guess they have to focus on good DXR support, competing DLSS, etc.
It's our task to do this. But AMD has to expose to make it possible.
My biggest hope is on Epic to push AMD RT. They should like this as much as i do.
You sure about that? That's not what I've seen from reviews.
It's going to be interesting to see how they adapt their RT solutions. I'm only a layman, but seeing what needs to be reworked, cut, or simply ported over for optimal compatibility will be fun to study.
There, fixed it for you. So much stuff still sub-par, ugly looking or simply wrong (some things got fixed in 1.04, I admit). I think I'll pass and wait until at least the next patch or maybe the one after that, because I really want to enjoy the game, not force myself through it.
I think it'll be a while until RDNA2's RT capabilities are fully understood (just look at @JoeJ 's latest post), and we still don't know anything about the FidelityFX Super Sampling.And what practical differences we'll see for the games that focus on either architecture (as in what, if any, different solutions/visual design cues become predominant considerations with developers as they focus on one architecture over the other).
Care to try to explain what this means for the local laymen?Instruction set is out, so i tried to demystify RT. To me it seems:
No traversal hardware. Intersection instructions work on BVH which is stored as 1D textures.
Bounds intersection takes 4 boxes and can return their order from hit distances.
You mean on the PC market exclusively?That’s why their stuff hardly ever gets used. If AMD can’t find the time, money or talent to show their products in the best light then why should anyone else.
You sure about that? That's not what I've seen from reviews.
Yeah the 6800 is well ahead of the 3070 in most numbers I’ve seen.
I'm willing to bet more people played PS5 Miles Morales with raytracing than all the combined RTX-enabled PC games to date.
just look at @JoeJ 's latest post
This leaves to post-February for CDPR to focus on:
- PS5 (RDNA2 Raytracing)
- SeriesX (RDNA2 Raytracing)
- SeriesS (RDNA2 Raytracing)
- PC version with AMD RT (RDNA2 Raytracing)
So CDPR will need to dedicate plenty of time to study and optimize for RDNA2's raytracing, but I don't think that will happen before March 2021. And whatever optimizations they research, at least for the SeriesX/S, should be applicable to the Navi 2x cards.
You mean on the PC market exclusively?
At this point AMD probably has a lot more RT-enabled GPUs than nvidia out there. Just PS5+SeriesX+SeriesS accounts to what, >10 million GPUs with raytracing in the hands of consumers?
I'm willing to bet more people played PS5 Miles Morales with raytracing than all the combined RTX-enabled PC games to date.
Doubt it. They are not NV who comes up with research results on any idea that might make sense. I guess they have to focus on good DXR support, competing DLSS, etc.
It's our task to do this. But AMD has to expose to make it possible.
My biggest hope is on Epic to push AMD RT. They should like this as much as i do.
I made a thread:Instruction set is out, so i tried to demystify RT. To me it seems:
No traversal hardware. Intersection instructions work on BVH which is stored as 1D textures.
Bounds intersection takes 4 boxes and can return their order from hit distances.
That's all. And so i can conclude the following:
No BVH at all, meaning we can implement whatever data structure we need. There is not even a true constraint to use 4 children per node.
Addressing the 'BVH texture' only means to address bbox coords. We can store pointers there as well, but HW only cares about bbox coords.
In short: Total flexibility, and all my dreams became true. Current game benchmarks are biased because flexibility is not used. Discussion about 'Compute vs. FF HWRT' is not over, and has just started.
... somehow annoying, haha, and too good to be true.
Let me know if you think i got something wrong.
Please expose those 4 instructions and give some more specs, AMD!
10 years of console devs doing amazing things because of documentation...That’s why their stuff hardly ever gets used. If AMD can’t find the time, money or talent to show their products in the best light then why should anyone else.
Ampere is twice as fast with Raytracing. Ampere is twice as fast with compute performance. Doesnt sound like there is any performance left to improve performance just with "more flexibility".
I agree in general, but here it is not really about 'AMD RT' vs. 'NV RT'. It is about asking what's better: Fast hardware solutions with problematic limitations, or tailored software solutions without them?That’s why their stuff hardly ever gets used. If AMD can’t find the time, money or talent to show their products in the best light then why should anyone else.
10 years of console devs doing amazing things because of documentation...
I agree in general, but here it is not really about 'AMD RT' vs. 'NV RT'. It is about asking what's better: Fast hardware solutions with problematic limitations, or tailored software solutions without them?
Also there is no AMD-HW feature which has to be introduced and supported - actually it's the lack of it.
But 'why should anyone else' is easily answered with the UE5 example. I assume UE5 with DXR is barely doable, limited and inefficient, while using AMD intersection instructions would work, acceleration structures can be reused and streamed, and fine grained LOD works as well.
Ofc. i'd like to see some demos from AMD if they get at it, but collaboration with Epic (or other developers) would give much more for less effort.