Demands to know the retailer PSman shops at
Got mine at komplett (online retailer). But ofcourse im talking about normal times. The hardware availability, pricing, miners and scalpers affects every piece of hardware atm.
Demands to know the retailer PSman shops at
8px triangles in a game released 10 years ago would actually be pretty big considering the most widespread display resolution back at that time.8 pixel triangles sure looks like overtessellation for some cases. Especially in a game released 10 years ago.
Transparent reflections are a small part of everything a game renders. Improving them significantly does not necessarily guarantee a large improvement to the net visual experience. No one sane expects RT to fix everything, that's our point. There is an extremely vocal group here who get extremely upset when someone doesn't agree with their RT be all end all views. You also can't ever really separate the performance aspect until performance is no longer a concern.
8 pixel triangles sure looks like overtessellation for some cases. Especially in a game released 10 years ago.
Why would there be 8 pixel large triangles in concrete slabs?
I don't think ratcheting up particles or volumetric to an ultra setting transforms a games visual experience either. It refines the image. Everything includes geometry, textures, lighting, materials, animation etc. There is no specific bar, it's subjective. My and others opinion is that in most cases, the incredibly steep performance cost of RT in most of today's games isn't justified by the visual return. I think shadows and reflections are a sub optimal use of RT with todays visual limitations and the performance level of current tech.Yeah just like volumetrics and particles are each individually a small part. By everything I assume you’re referring to geometry and textures because those are the most prominent components of a render. Clearly there aren’t reflections in every scene. However when they are present they can be very prominent and completely transform the look of a game. If the bar is that an effect has to be in your face at all times then very few things will meet that standard. You don’t even need GI for sunny outdoor scenes with a single light source to look really good.
I don't think ratcheting up particles or volumetric to an ultra setting transforms a games visual experience either. It refines the image. Everything includes geometry, textures, lighting, materials, animation etc. There is no specific bar, it's subjective. My and others opinion is that in most cases, the incredibly steep performance cost of RT in most of today's games isn't justified by the visual return. I think shadows and reflections are a sub optimal use of RT with todays visual limitations and the performance level of current tech.
Yep, I'm fine with people loving the current RT implementations.Fair enough. Fortunately RT can be turned off in nearly every game that uses it so the tech can continue to advance while giving people the option to turn it off where they don’t see the value.
In current RT titles which use RT rather sparingly. This will likely change even further in favor of Nv GPUs (even Turing) in future RT titles which will add more RT into each frame rendering.As expected, RDNA is one gen behind Nvidia in RT titles.
Just a question of how long it remains that way. I suspect in the future Raytracing might play a more integral role in engine lighting, replacing techniques like SSR and regular GI as a standard.Fair enough. Fortunately RT can be turned off in nearly every game that uses it so the tech can continue to advance while giving people the option to turn it off where they don’t see the value.
As expected, RDNA is one gen behind Nvidia in RT titles.
I'm not entirely convinced as future games will keep in mind RDNA2 stronger and weaker points.I think even Turing is comparing favourebly against RDNA2 when RT is extensively used.
I'm not entirely convinced as future games will keep in mind RDNA2 stronger and weaker points.
We did that investigation some time ago in Quake 2 RT and there are parts of RT pipe where AMD is as good as, and other where it lags even behind Turing. That is in a pure RT game, so almost a worst case scenario, but of course you can build a game to extensively use effects particularly slow on AMD and show disproportionate advantage that way.
Anyway, the games I currently care for like Metro, Quake and Control all run just fine on high end overclocked Navi21, and for CP2077 I can always switch to 3080
Meanwhile in the real world RDNA2 is giving Ampere, not Turing, run for it's money in all but RTTuring is a very competitive GPU arch to RDNA2 atleast. Would say that indeed, RDNA2 can match Turing but when theres a difference its turing that generall pulls ahead (in RT perf).
If were talking high end RDNA2 like 6800/XT and upwards you got enough power to play with indeed. Anyway to be honest, i do think its worth to note that RDNA3+ will absolutely fair better in ray tracing as it will be AMD's second iteration which obviously will see an improved implementation (akin to Intel and NV perhaps).
Actually in the real world RDNA2 is still lacking in professional applications in comparison to Ampere, possibly also Turing.Meanwhile in the real world RDNA2 is giving Ampere, not Turing, run for it's money in all but RT
But when you have almost every AAA title sporting RT, it sticks out like a sore thumb, buying a 700$ RDNA2 GPU for it to suck at playing dozens of games at max settings.Meanwhile in the real world RDNA2 is giving Ampere, not Turing, run for it's money in all but RT
Just a question of how long it remains that way. I suspect in the future Raytracing might play a more integral role in engine lighting, replacing techniques like SSR and regular GI as a standard.
This is the strategy I expect the industry to follow rather soon. Infact, we already have a confirmed title that does exactly this. The next gen exclusive Avatar game. Assuming the release date remains 2022, that would be next year already, which is faster than some people might have expected.