GPU Ray Tracing Performance Comparisons [2021] *spawn*

Discussion in 'Architecture and Products' started by DavidGraham, Mar 29, 2021.

  1. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,976
    Likes Received:
    5,210
    You can't compare the rasterization scores vs RT scores because they are not tested using the same scenes. That's a false premise that made you reach a false conclusion. The RT impact of RDNA2 was always measured to be greater than Ampere or Turing (almost double the cost), even when using light RT.
    And NVIDIA can leap up once more if they've higher rasterization performance. This is a silly game. In fact, if NVIDIA used 7nm like AMD, then their rasterization performance would be higher owing to the higher frequencies they could reach. This is a definite fact by the way.

    Now these numbers are pulled out of thin air.
     
    #1061 DavidGraham, Oct 21, 2021
    Last edited: Oct 21, 2021
    OlegSH and PSman1700 like this.
  2. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    681
    Likes Received:
    3,969
    Percentages lost based on frames per second is not a good metric to say what the cost is IMO. Milliseconds makes much more sense, as you distort the percentage based upon the base FPS number you start with.
     
  3. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,976
    Likes Received:
    5,210
    The only one making narratives here is you, basing your "real world stories" on a false premise, RT is found in 50 games right now, and the number is rising, virtually every AAA title is launched with RT, as well as a slew of major AA titles, basing your 500$+ purchase on a GPU that can't handle these games is like choosing your own exile and living under a rock.

    I am not going to even touch on DLSS and the other features, but may be you should direct your criticism of upscaling techs towards AMD who is definitely using an inferior solution and is trying to sell it as a superior one. Or better yet, direct it at TAA, because there is no such thing as native when TAA introduces a ton of shimmering, blurring and ghosting on its own.
     
    #1063 DavidGraham, Oct 21, 2021
    Last edited: Oct 22, 2021
    DegustatoR and PSman1700 like this.
  4. neckthrough

    Newcomer

    Joined:
    Mar 28, 2019
    Messages:
    138
    Likes Received:
    388
    I think this is just as speculative as trying to guess where the next generations are going to land at. We really don't know. Frequency depends as much on the uarch and physical design as it does on the tech node. AMD did a stellar job with the physical design on RDNA2.
     
    DegustatoR likes this.
  5. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,632
    Location:
    The North
    Hopefully they change their entire lighting system over to some temporal RTGI method. My fingers are crossed here that we're not just seeing simple bolt-ons.
     
    pharma, PSman1700 and Dictator like this.
  6. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,088
    LAN support for the PC version. Thats actually very nice to see.
     
    Lightman likes this.
  7. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,240
    Likes Received:
    3,393
    I mean, it's coming post launch, likely not coming to consoles and is a... how should I put it... "AMD friendly" implementation.
    Thus I wouldn't get my hopes up much for RT in Halo Infinite really. We'll likely get some sparse low res reflections or some low res AO/GI (RE8 style) if we're lucky.
    Still this just shows that the whole narration on how RT penetration is "slowing down" is just false.
     
    PSman1700 and DavidGraham like this.
  8. w0lfram

    Regular

    Joined:
    Aug 7, 2017
    Messages:
    304
    Likes Received:
    59
    This thread is for talking about the RT technology, not trying to market the technology to others. Once the consoles have multiple AAA releases & feature a fully traced lighting & soundfield, is when ray tracing will move mainstream. Until then, these titles are forced and niche. Nobody who plays Battlefield, has ever cared how realistic reflection in puddles are. Gamers instinctively turned that stuff off, because performance.

    If you are a content creator then RTX is your only choice. Even those with $4k quadro cards, were snapping up 3090's for $3k because it had greater Enterprise performance. But if we are strictly speaking about gaming performance, then all RT games will perform horribly, unless you have a $1,499* dGPU.



    No need to overstate RT's importance in buying, when we are all discussing the poor performance and comparing usage between the different game engines & hardware. Not even the best dGPU is enough to turn RT on in any e-sport.



    Gamer Fact: Raster is king. No need for those RT guys to feel inferior... RT's time will come. My $900 RTX 2080 will never have the power to run RT in games. Ever..
     
    Wesker likes this.
  9. gamervivek

    Regular

    Joined:
    Sep 13, 2008
    Messages:
    805
    Likes Received:
    320
    Location:
    india
    What false premise and false conclusion? The numbers are from the article linked by one of you and even the article notes that higher rasterization performance can enable AMD to reach parity in RT if they lead in rasterization.

    The silly game is your defensiveness here. The article is pessimistic about AMD having a 30-40% lead in rasterization over nvidia, but AMD doing MCM, which has been the topic of RDNA3 thread for quite some time now, can get them that lead even if it's just for one generation.

    Faster 6900XT losing same percentage as 3070 would mean that its RT cost is lower. Or whatever the cost of switching on RT entails.

    Frametime is better of course if you're dealing with the numbers and how exactly the RT pipeline is behaving is also important. I remember the quake II RTX profiler posts here and there was a post recently with an RT benchmark showing bvh setup being slower on RDNA2 even when compared to Pascal( GTX 1060 ).
     
    Wesker likes this.
  10. Subtlesnake

    Regular

    Joined:
    Mar 18, 2005
    Messages:
    347
    Likes Received:
    126
    If consoles can run ray tracing, then so can a 2080. Console ray tracing performance seems to be at about 2060S level, at best.
     
    egoless, Lightman, PSman1700 and 2 others like this.
  11. CarstenS

    Legend Subscriber

    Joined:
    May 31, 2002
    Messages:
    5,800
    Likes Received:
    3,920
    Location:
    Germany
    Certainly you're referring to 1080p 99th percentiles, right? e-sports' players favourite.
     
    PSman1700 likes this.
  12. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    Really good layout on that website. Graphs are clear, lots of useful data and only took a few pages.
     
    DavidGraham, PSman1700 and pharma like this.
  13. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,055
    Likes Received:
    3,109
    Location:
    New York
    Are you looking at 4K numbers? The 8GB Ampere and Turing cards are losing a step in some games (e.g. WD: Legion) due to not enough VRAM at 4K. Otherwise the RT cost for GA104 is ~40% similar to GA102.
     
    DavidGraham and PSman1700 like this.
  14. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,632
    Location:
    The North
    It’s definitely coming to consoles if Metro Exodus can pull it off. They’ve had significant time to think about their RT implementation I think. I don’t expect they would allow their flagpole game implement none of what they marketed. While I agree the focus is indeed the cross gen version; with MP and SP separated by binary I see no reason they couldn’t pull a Metro Exodus and just redo lighting for Series console versions and PC.
     
    CarstenS and PSman1700 like this.
  15. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,088
    Due to the way they presented it as 'halo infinite gets extra features and optimizations on pc' and then going on about ray tracing, it could be its exclusive to the pc version perhaps. However the Series X should/could get ray tracing (lower setting) aswell.
    Btw, there isnt going to be any ray tracing for the MP? That would be killer. I know MP games usually dont but still.
     
    Lightman likes this.
  16. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,929
    Likes Received:
    5,528
    Location:
    Pennsylvania
    I'm not sure they'll be able to do both lighting and reflections in RT on the consoles. Given the standard lighting is already really nice in Cyberpunk, they should probably focus on RT reflections instead.
     
    BRiT and PSman1700 like this.
  17. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,632
    Location:
    The North
    Agreed. So drop reflections on console :). The Dynamic GI needs a lot of work to bring their lighting together. MP is static baked lighting so everyone was happy with that. But if the implementation hasn’t improved on campaign; it could largely be what we saw in the reveal. Probe lighting GI is hurting.

    I know this video has some controversy for odd reasons. But the meat of the video of Halo Infinite's issues are here:
    4:08


    I think with the way Halo Infinite is lit with it's strong sun sets and likely sun rises, proper directional dynamic lighting is really the key here to bringing the campaign together graphically to move that bar forward. I largely suspect that 343i knows this, so I would be surprised to see if they don't address this one. Reflections are likely a bigger deal inside forerunner spaces, but I still think that this GI portion is more important.
     
    #1077 iroboto, Oct 22, 2021
    Last edited: Oct 22, 2021
    T2098 and PSman1700 like this.
  18. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,976
    Likes Received:
    5,210
    You are using the graphs wrong, the collective rasterization numbers are from different set of games than the collective ray tracing numbers, I don't know how you can even use the graphs like that, even the original site didn't use them like this.

    Essentially you use the data as is, rasterization numbers are their own bubble and RT numbers are their own different bubble, don't mix the two or compare them.

    Once more, the data we have is that RDNA2 takes double the RT hit of Ampere or Turing, period.
     
    xpea, BRiT and PSman1700 like this.
  19. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,240
    Likes Received:
    3,393
    I think that it would be a launch feature in that case, not a post launch patched one. The latter has "PC exclusive afterthought" written all over it.
    Also consider that MS is all in on maintaining 60 fps minimums in their 1st party releases. FH5 won't have RT in gameplay mostly for that reason. I don't expect HI to be any different.
     
    PSman1700 likes this.
  20. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,632
    Location:
    The North
    We know some underlying reasons for FH5 not having ray tracing, since FM8 is building it for them so we're going to see that in the title following FM8. Double effort doesn't make a lot of sense with that respect.

    For Halo, yea I'm not sure; possibly or it's just a content issue when it comes to remaking the game for RT since both of these titles are massive open world scope, the amount of QA is significant effort to climb. It doesn't read like a PC exclusive to me. It just sounds like that they are working in tandem with AMD to extract the most performance they can out of RT which can be applied to both console and PC, at least with respect to the marketing of it.

    I largely suspect that a temporal RTGI could directly replace their existing lighting system, but optimization and lighting directors still need to go through the whole game to ensure that the game is properly lit.
     
Loading...

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...