GPU Ray Tracing Performance Comparisons [2021] *spawn*

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

  1. xpea

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    Sorry but I totally disagree with that in the case of DX11 vs DX12
    DX12 has been the most horrendous API launch ever, with vast majority of titles performing worst on DX12 than DX11. This happens when you transfer part of the 3D pipeline to the hands of developers cursed by unrealistic deadlines, multi GB day-one patches and barely beta public state when games hit the shelves, instead of the experienced IHV gurus knowing everything about their hardware and improving their driver time over time for all titles. Even today, 6 years later (sic!), most DX12 titles are still a stutter fest at launch with so many bugs that any fix is a multi page novel. Close to metal APIs are a nightmare :sad::sad::sad:
     
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  2. Lurkmass

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    That's what makes D3D12 so easy to maintain! Some vendors don't have to make a fast driver anymore and all they have to do is make a stable and working driver. Making the driver run fast isn't the vendor's problem and is the application developer's problem. No more introducing performance hacks or at the very least they're discouraged. That and it's more modern graphics pipeline design which is arguably better match for modern hardware design makes driver development simpler ...
     
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  3. DegustatoR

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    The fact that there are no new features being added (and hence no updates needed to DXBC) doesn't mean that the API is deprecated. Windows itself is still using it, and there are still more DX11 titles being released now than DX12/VK ones. While this is and will change for high profile games shipping on consoles I don't think that we're anywhere close to a point at which DX11 could be considered "deprecated".

    That's a vendor issue, not the API one.

    That's completely different from saying that it's just too complicated.

    Yeah, well, the problem with that is that D3D12 drivers on practice are hardly "more simple" than D3D11 ones.

    What functionality doesn't work in D3D11 drivers right now? And going forward I see a lot more issues with future D3D12 support compared to future D3D11 one as D3D12 is a lot more app/implementation dependent meaning that it will be a lot harder to provide OS/driver side support on future platforms once D3D12 itself will become "deprecated".

    From what I see on how things are on Android wrt Vulkan support it seem to be the exact opposite so far...

    So it's a good thing that the application is running badly and it's impossible to fix that on OS/IHV side? Because why? Because all h/w vendors are equally bad now? I don't get the reasoning from a POV of a regular user.
     
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  4. Lurkmass

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    No new updates/features/maintenance = deprecated

    Only reason for Microsoft and the vendors to keep it is for compatibility with old applications. They discourage future use of it regardless ...

    The many iterations of D3D would seem to disagree. We're on D3D12 now ...

    If AMDVLK is anything to go by, the number of invasive performance hacks is relatively tame in comparison D3D11 and there's the fact that HW vendors offer many more driver extensions in D3D11 that doesn't have a native equivalent by itself. D3D12 exposing an explicit mGPU API is certainly pleasant given that mGPU has been a failure on prior API iterations ...

    Well for one thing the "deferred contexts" feature in D3D11 is straight up flawed in design along with the previously mentioned FXC bugs that are never going to be fixed. D3D12 performance is more dependent on the application but other than that the drivers are much simpler over there ...

    The Android Vulkan drivers are getting better but you won't be able to observe this with older devices since their drivers are never updated. On new devices that ship with very recent drivers, their Vulkan implementation is starting to get decent so if vendors keep it up eventually outdated drivers won't be as much of a problem in the future ...

    Well there is no reason for an end user to really care. It's mostly a benefit to developers and vendors to experience ...
     
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  5. DegustatoR

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    [​IMG]
    https://www.computerbase.de/2021-10...t/2/#abschnitt_die_performance_von_raytracing

     
    #1125 DegustatoR, Oct 26, 2021
    Last edited: Oct 26, 2021
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  6. DavidGraham

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  7. techuse

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    They preface it by stating there is little reason to use more than high on any GPU.
     
  8. DegustatoR

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    And what they actually preface it with is in the quote above:
    "High" they consider to be essential.
     
  9. Dictator

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    The settings above high seem to adjust resolution AND the roughness cut off. They look very good on Ultra IMO!
     
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  10. techuse

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    "Conclusion: You don't really need more than RT on “High”"
     
  11. Skill Up says RT Ultra kills performance disproportionately to the IQ advantage it gives over High and Very High, at least in his 2080 Ti.
     
  12. DegustatoR

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    And then there's the next paragraph, yeah.
     
  13. PSman1700

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    Quite an improvement for an Ultra setting.
     
  14. DavidGraham

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    Conclusion: RT adds a lot in the game, and even at it's lowest preset, the 3080 is 25% faster than the 6800XT, that is a considerable margin still. You can bet that margin increases if the scene contained extensive reflections.
     
    #1134 DavidGraham, Oct 26, 2021
    Last edited: Oct 26, 2021
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  15. trinibwoy

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    The art style in Guardians of the Galaxy really isn’t doing it for me. All the colors are blending together and it seems overly busy. Maybe it’s better when you’re actually playing and not watching videos.
     
  16. Davros

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    Is it a fun game ?
     
  17. Dampf

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    That Marvel game looks sooo extremly good visually. It's probably one of the best looking PC games that has ever been released.

    I don't know why nobody talks about it, atleast the tech is certainly worth discussing.
     
  18. Davros

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    Well it has only just come out
     
  19. DegustatoR

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    Game's a bit of a technical mess on PC right now but otherwise the graphics is good.
     
  20. DavidGraham

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