It's still compute, running on MIMD core(s) in the RT cores.No? NVs RT cores do both traversal and intersection. I assume shader cores are completely free for other work and do not assist traversal.
It's still compute, running on MIMD core(s) in the RT cores.No? NVs RT cores do both traversal and intersection. I assume shader cores are completely free for other work and do not assist traversal.
You mean NV could modify traversal with some 'micro code update', or something like that?t's still compute, running on MIMD core(s) in the RT cores.
You mean NV could modify traversal with some 'micro code update', or something like that?
With drivers probably, similarly to how AMD can do it with their "traversal shader".You mean NV could modify traversal with some 'micro code update', or something like that?
So me playing through Control at 60 fps maxed out in 2200x1300 (whatever it is native DLSS'ed up to 4K, don't remember) didn't happen, I guess?That's why you have to run at 540 to 720p to get playable results when all the ray tracing effects are turned on, in games that do more than one ray traced effect simultaneously.
Yeah, I distinctly remember that they started the RTX presentation with purely professional portfolio and only after that they said it can be used for games as well. When I dabbled in 3dsmax back when the home market CPUs had 2 cores at best, I always wondered if we'd be able to see the materials in an approximately proper fashion without waiting a minute or so that is spent on rendering the scene even with draft quality.My theory is that NVidia made hardware accelerated ray tracing for the professional market and then went to Microsoft and said "hey this is realtime". That's why you have to run at 540 to 720p to get playable results when all the ray tracing effects are turned on, in games that do more than one ray traced effect simultaneously.
Dunno, you're being intentionally vague. As you know I don't consider "average" frame rate a valid assessment of playability, only 0.1% lows.So me playing through Control at 60 fps maxed out in 2200x1300 (whatever it is native DLSS'ed up to 4K, don't remember) didn't happen, I guess?
6800XT at DF's recommended settings:
struggling to hold 45fps in a small gunfight.
The smeary "shadows" of legs as people walk around the player character at the start of gameplay are FUCKING HORRIBLE. No idea what setting causes that.
Be interesting to see upcoming reviews.Good vulkan RT extension work on AMD GPU, it seems Quake 2 RT can run on RDNA 2 GPU
Q2RTX was updated to 1.4.0 and now uses VKRT instead of VKRay:AMD has to update their drivers ?
AMD's current drivers should already support this.https://store.steampowered.com/news/app/1089130/view/2903097291402265206 said:Added support for final Vulkan Ray Tracing API. The game can now run on any GPU supporting `VK_KHR_ray_tracing_pipeline` extension
What a mean move.
Good vulkan RT extension work on AMD GPU, it seems Quake 2 RT can run on RDNA 2 GPU
Mean how?What a mean move.
I am guessing he means this will further expose AMD's weakness in RT acceleration.Mean how?