Digital Foundry Article Technical Discussion [2020]

Discussion in 'Console Technology' started by BRiT, Jan 1, 2020.

Thread Status:
Not open for further replies.
  1. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,633
    Location:
    The North
    Nah both use DXR to run it.
     
    DavidGraham, Dictator and PSman1700 like this.
  2. Osamar

    Newcomer

    Joined:
    Sep 19, 2006
    Messages:
    231
    Likes Received:
    43
    Location:
    40,00ºN - 00,00ºE
    Change NVIDIA RTX with RDNA2, INTEL XE or QuanticBananas
    upload_2020-4-17_20-25-33.jpeg
     
  3. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,090


    PS5 BC!
     
    iroboto likes this.
  4. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    My point is that they are branches, when could focus on one. The 'official' dxr one was based on the rtx one.
    Also not saying this isn't useful to be fed into the dxr one that ms working on.

    But there's no guarantee that Nvidia hasn't or wont make it so it only runs on rtx hardware.
    Pretty sure i don't need to go into things like physx which could run on other hardware but they made sure to restrict it. Or is this a new Nvidia and I missed the change? :grin:

    This goes for all their rtx games like quake rtx
     
  5. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    682
    Likes Received:
    3,969
    If it runs on DXR - it works on every vendor's hw that supports DXR in the driver. There is no such thing as "limiting a game's RT to RTX". The worst case scenario is that AMD GPUs do not support Quake 2 RTX or Wolf: Youngblood because the AMD driver team does not offer up support for the original VK extensions for RT before it was codified. Or if those games do not get updated to just switch out the extension names.

    Turing has existed for more than 1.5 years now and still this misnomer or misinformation pops up. RTX is just a marketing name for a HW and driver implementation for certain technologies: not an exclusivity moniker. It has just as much value as the word "Geforce" almost.
     
    Michellstar, Pete, tinokun and 4 others like this.
  6. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    I know RTX is using DXR.
    I'm just not as confident as you that Nvidia wouldn't make RTX branded games that they funded, feature exclusive to their cards.
    It's not about IF it is possible to run on other cards, its if they would stop it or not.
     
  7. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    682
    Likes Received:
    3,969
    They are just doing API calls though, so that is not possible. Why fearmonger about something that is not possible?
     
    PSman1700 likes this.
  8. Silent_Buddha

    Legend

    Joined:
    Mar 13, 2007
    Messages:
    19,418
    Likes Received:
    10,312
    If PhysX was part of DirectX then you would have a point, but PhysX was never part of Microsofts DX API.

    NV can't restrict things that are in the DirectX API, they can only restrict things that aren't in the DirectX API. Hence, anything that uses DXR will run on ALL hardware that supports those DXR features.

    Regards,
    SB
     
    tinokun and PSman1700 like this.
  9. see colon

    see colon All Ham & No Potatos
    Veteran

    Joined:
    Oct 22, 2003
    Messages:
    2,756
    Likes Received:
    2,206
    PhysX went open source in 2018, but AMD never did anything to support it. Every time AMD does something cool and it's open source nVidia has a comparable solution within months.
    https://blogs.nvidia.com/blog/2018/12/03/physx-high-fidelity-open-source/
     
  10. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,090


    DF Direct: Crysis Remastered Reaction - Will PCs Melt? Can Consoles Cope? What About Switch?
     
    jlippo, Cyan and BRiT like this.
  11. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    As they said the rendering of faces will be interesting to see, in original faces used texture space shading for subsurface-scattering etc.
    Crytek moved to screen space subsurface scattering methods after that, the original per head cost was apparently quite high.
     
  12. chris1515

    Legend

    Joined:
    Jul 24, 2005
    Messages:
    7,157
    Likes Received:
    7,965
    Location:
    Barcelona Spain


    And a summary from ILikeFeet from era.

     
    #472 chris1515, Apr 20, 2020
    Last edited: Apr 20, 2020
    Cyan, DavidGraham, Jay and 7 others like this.
  13. dorf

    Newcomer

    Joined:
    Dec 21, 2019
    Messages:
    126
    Likes Received:
    417
    @Dictator
    Are those lens blocks available somewhere?
     
  14. Jay

    Jay
    Veteran

    Joined:
    Aug 3, 2013
    Messages:
    4,029
    Likes Received:
    3,428
    I accept that and fully agree, as i think theres a musunderstanding what i mean.

    I was talking about a driver check to allow enabling of the feature. i.e. enable RTX branded feature, regardless if its on top of DXR.
    If its their funded feature they can limit it to whatever hardware they wanted. Even if it would be hacked straight away.
    Windows is open, as a developer you can support or not whatever you want, you don't have to support everything.

    And that was a throw away comment anyway, my post was about there being what looks like 2 branches, even though this will still be beneficial.

    Anyway, think got to the end of this line of discussion as it wasn't the point to begin with.
     
  15. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,090
    Damn impressive!
     
  16. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    682
    Likes Received:
    3,969
    I do not think so, I can probably send them to you as part of the level data I have from that level.
     
    jlippo and dorf like this.
  17. dorf

    Newcomer

    Joined:
    Dec 21, 2019
    Messages:
    126
    Likes Received:
    417
    Would appreciate that!
     
  18. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,090


    The PlayStation killer unleashed
     
  19. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
    Moderator Legend Alpha

    Joined:
    Feb 7, 2002
    Messages:
    20,502
    Likes Received:
    24,399
    Please read the entire written DF article too: https://www.eurogamer.net/articles/digitalfoundry-2020-is-stadias-free-tier-1080p60-makes-more-sense

    With its free service, Stadia is starting to make sense
    1080p gaming with a 60fps focus trumps the 4K Pro experience.​

    Stadia is now free! Or rather, any Google user can now sign up to the service and access the games library without having to subscribe to the Pro tier or purchase the firm's bespoke controller and Chromecast Ultra 4K HDR receiver. It's a good jumping on point for users interested in the service and as we shall discover, accessing Stadia via Chrome browsers, smartphones or tablets can actually offer a key advantage over the Pro-level 4K Chromecast Ultra experience. In returning to Google's cloud service, we also wanted to take the opportunity to go back to Doom Eternal and revisit our latency metrics - a key point of criticism in prior coverage. Was Stadia just having a bad day when we tested it? Was there something wrong with our network? Could we bring latency back down to the impressive level we saw in our Stadia review?

    The good news is that we have managed to reduce latency in our Stadia test set-up, improving the Doom Eternal experience significantly. id Software's port succeeds in pushing an 1800p resolution, excellent visuals and a highly consistent 60fps. However, fast response is a must for a fast-paced first-person shooter and our initial results just weren't good enough. We logged a range of latency results between 79-100ms extra compared to the Xbox One X version of the game - a surprise given the 300Mbps fibre connection behind it. Google itself asked for permission to access our telemetry (which we granted) but our end goal is to give the system and the software the fairest assessment we can, so we spent a lot more time investigating the metrics ourselves and looking to optimise the experience.

    ...

    Meanwhile, the variability in our latency tests is also a concern, even if +45ms was ultimately achievable via a Chrome browser. In asking for our telemetry while using a Chromecast Ultra, Google mentioned to us that they're aware of extreme cases involving a large number of connected devices causing latency issues at the user side. Initial results with all devices stripped out of the network showed a good improvement, but to lose that improvement in identical conditions the next day was dispiriting. Whether latency was +58ms vs Xbox One X or +100ms, the connection was rated as 'excellent' in all cases when the variation in the gameplay experience was easily felt. Stripping out all WiFi from our setup - up to and including the Stadia controller - solved the issue and does suggest a problem at our end (the controller worked fine in the Stadia review sessions, after all) but it would have been useful to get some kind of feedback from Stadia itself when our experience was running under spec by such a margin.

    At this point, we've tested all major Stadia ports and there remains the sense that there's a wealth of potential here but the execution isn't entirely right. There's still the excellent accessibility aspect - super-fast loading of our entire library of games isn't to be sniffed at. And it's great to see titles like The Division 2 hitting 60fps when Xbox One X can't, meaning that developers can tap into CPU performance that's much higher than console counterparts. However, this is offset in many cases by quantifiably lower GPU performance from a graphics core that was promoted as being considerably more powerful. Meanwhile, it's difficult to recommend Stadia's premium subscription when 4K - or sub-native 4K - rendering can come with a profound performance penalty in so many games. All of these areas can and should be addressed but the inconsistency in our input lag testing is another concern. On the one hand, it's good that after extended testing and re-testing, we were able to bring latency down to a much more manageable level - but on the other hand, it felt like we were operating in the dark, with the Stadia system itself offering no indications that anything was wrong at any point, nor offering any advice on correcting the lag issues we encountered. Relatively speaking, it's still early days for Stadia - and cloud gaming in general - so hopefully platform stability and proper tools for tuning the experience will be delivered over time.​
     
  20. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,734
    Likes Received:
    3,460
    It's like Intel want to retire from laptop and desktop computers, but they can't compete with Ryzen anymore. So I think they gave up....

    Their next generation is all about renaming technology that they already have, which is much more inefficient than Ryzen, slower, filled with vulnerabilities, they can't reduce their chips size to 7nm and stuff. This looks to me like the last stone in Intel's grave -in the desktop/laptop market-.

     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...