GPU Ray Tracing Performance Comparisons [2021-2022]

@Phantom88 Ray tracing just likes vastly superior. It's indisputable. I'd play dlss performance mode to get ray tracing, vs playing native res with non ray-tracing.

A true game-changer. More games and engines will start implementing this technology and combine it with more 'next-gen' assets/rendering aswell. The hardware is there on pc, let more studios go crazy :D
 
Playing with RT sun shadows looks like a viable option and should be used for benchmarks, too.

And it is still impressive how efficience Ampere is. Same number of transistors like RDNA2 and delivering >2x the performance.
 
Playing with RT sun shadows looks like a viable option and should be used for benchmarks, too.

And it is still impressive how efficience Ampere is. Same number of transistors like RDNA2 and delivering >2x the performance.

Its going to be even more impressive when games start to abandon cross-generation engines, its then rasterization becomes more taxing and less headroom for RT.
 
GPU Subwarp Interleaving
Paper: https://research.nvidia.com/publication/2022-01_GPU-Subwarp-Interleaving
Patent application: https://www.freepatentsonline.com/y2022/0027194.html

Nearly zero benefits for highly convergent code(i.e. rasterization).
We profiled a broad suite of more than 400 non-raytracing CUDA and Direct3D compute kernels and found only 11 that feature long stalls in divergent code, and none benefited beyond the margin of noise from SI.

Not just a research but Nvidia filed a patent application, we can expect it will be implemented into the actual product(hopefully).
 
Not just a research but Nvidia filed a patent application, we can expect it will be implemented into the actual product(hopefully).
It's pretty clear from the paper that they don't consider it worth it from area/perf perspective for modern applications.
As for the future the proposed approach make sense on Volta gen h/w (where SIMDs are 16-wide while warps are 32-wide) but it may not on something which will come after that.
 
Sharpness at 50 supposedly adds flickering.
It does in certain scenarios since it increases sharpness in motion vs while you're standing still.
There are clearly issues with how the sharpening interacts with the post processing of the game and what arguments are passed to it.

PS You can use the second method described here to disable DLSS's sharpening.
This will remove both blurriness and haloing altogether. Now lets hope developers have figured out this and will fix it soon.
 
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