Digital Foundry Article Technical Discussion [2025]

@DavidGraham Now I'm curious about RTX Mega Geometry on older gpus, because they lack the functions of the RT cores that do geometry cluster intersection and and cluster decompression. I wonder if they have some kind of compute fallback or what exactly is going on there. Wonder if Mega Geometry will be a setting that you can toggle in-game, because I feel like there could be a hit on 40 series and older that users wouldn't want.
 
We are getting both ... RTX Geometry to accelerate fps on all RTX GPUs, and also a new Ultra Quality mode for ray tracing, adding fully ray traced refractions, and fully ray traced transparent reflections, It will also improve the quality of the fully ray traced indirect lighting.

I wish Alan Wake 2 was actually worthy of all this support. It's mediocre in so many aspects. Can we get some upgrades for something like Elden Ring or monster hunter wilds?
 
Digital Foundry's deep dive on every thing related to Blackwell.

0:01:08 Blackwell architecture: Blackwell SM design
0:03:39 Updated Tensor Core and RT Core
0:09:37 AI Management Processor and Max Q power management
0:15:13 Display Engine and video encode/decode
0:18:32 Hardware specs: RTX 5080 and 5090
0:29:16 RTX 5070 and 5070 Ti
0:34:23 RTX 50 Series laptops
0:40:14 RTX Software: Neural Shaders
0:44:24 SER 2.0
0:47:06 RTX Mega Geometry
0:50:15 RTX Hair
0:53:13 Neural Radiance Cache
0:55:58 RTX Skin
0:58:01 DLSS 4: Super Resolution, Ray Reconstruction, Frame Generation
1:06:18 Generative AI demos
1:10:03 Wrap up discussion: RTX 50 series price and performance
1:17:36 Nvidia’s software package and features
1:22:38 How should we review graphics hardware?

wish they talked about all the controversy surrounding the RTX 5000 launch, especially the AMD fans that seem to find FG a bad thing when it can easily be one of the best things that happened to displays (typical, handheld like etc) and GPUs in years, and there is a trend pushing the fake frames agenda
 
Last edited:
Cyan, with all respect, just chill a bit on this topic. Maybe people on other forums are having brand arguments or arguments about whether FG is a generally useful technology or not, but that is not the discussion that has been had here (which has focused primarily on various marketing claims and comparisons). We're not going to bring those external discussions into this thread.
 
I like the small section about reviewing. I hope the different review sites give it a lot of thought. You almost need to take an approach like rtings and score or evaluate a product across multiple use cases, like Alex's car analogy:


If you have a 4k 120Hz monitor multi-frame gen is not going to be useful for you. For a 1440p480 monitor, it's far more interesting. I think monitors are actually a good match, because monitors cater to very different use cases and reviews have to reflect that. Some monitors are really just for esports. Some are for photo editing. Some are for video/HDR and some can't do HDR at all. You may or may not need hardware calibration. You might have a different viewing environment, so panel technology becomes a factor.

Really interested in seeing how Digital Foundry approaches this. They don't really give scores, which I like, but a bullet point style pros and cons of uses cases could be useful. I'm also not suggesting that all sites need to cover all use cases. I think Digital Foundry will always favour cutting-edge graphics, not esports settings, and they don't review things in terms of how good they are for using Blender or something. They have a specific focus that's valuable.

Nice breakdown of all the features here. Really excited to see if Alan Wake 2 update is part of launch reviews, or coverage comes soon after. I'm curious to see if we see a performance improvement, or if we get much better ray tracing quality at a similar performance etc. That's basically the game I'm thinking of getting a 50 series for.
new monitors were shown at CES 2025, some of them are 750Hz and 800Hz monitors. 1000Hz is near. That could be like human being vision, 1Hz for every frame a second.

Our maybe our vision has to be measured in nanoseconds, femtoseconds....

The nVidia announcement of FGx4 becoming the norm, and the use of LS, totally shifted my interest for new hardware. Instead of getting a hybrid console/PC handheld, the next thing I'm getting.is a 360Hz or 400Hz monitor.

After using FG for every game, my 165Hz monitor feels limited to me. Playing everything so smoothly makes you become a Shifty person. .🙂
 
Last edited:
Different GPUs have always rendered things a little different. In the early days, there were huge differences depending on hardware, or even the API used. It's a lot more standardized now, but there are still differences. Plus, driver options can change the way a game presents anyway. I think the people bringing up artist intention are those who have mode up their mind about AI and are fishing for reasons to hate it.

Just to clarify I'm asking for beyond the current situation and side stepping the hardware comparison aspect that is currently dominating the discourse. This also isn't the first time the thoughts crossed my mind.

When it was brought up in the video I believe it was in the context of neural faces and the importance of any of this techniques now and the future in preserving the artists intent. But what I'm asking is if that is actually important. I don't want this devolve into a broader social debate but let's just use a more concrete example with faces. We know there's been some controversey in terms of the approach to character faces recently the last few years, but how would hypothetically having more agency on the client side on this affect game design in general? And would it be for better or worse?

Really afterall on the PC that is what modding really is and the customer base is largely receptive to it. Albeit we have some developers that do have push back against how much they want others to able to modify their games (whether that be for vision or profit motitives such as DLC).
 
Back
Top