Yep, but that's exactly the point: One short spike during the Turbo window and an undersized PSU shuts down and your PC freezes.It rarely exceeds 100W in games.
Yep, but that's exactly the point: One short spike during the Turbo window and an undersized PSU shuts down and your PC freezes.It rarely exceeds 100W in games.
Just as a little sidenote: iray is owned by Nvidia, so these are not independent data points.This is a perf graph from the iray developers comparing 3080 to the Quadro cards. At almost double the CUDA cores and likely some clock speed differences and other efficiencies (no tensor denoising used), the 3080 is over double the 6000 RTX. So for pure rendering it's definitely scaling well with the extra bandwidth.
https://blog.irayrender.com/post/628125542083854336/after-yesterdays-announcement-of-the-new-geforce
AFAIK, to intersect must require BVH traversal, otherwise I'm not sure what you're be comparing the ray against.That's for Ray Intersection, what about BVH Traversal?
RTX-OPS WORKLOAD-BASED METRIC EXPLAINED
To compute RTX-OPs, the peak operations of each type based is derated on how often it is used.
In particular:
- Tensor operations are used 20% of the time
- CUDA cores are used 80% of the time
- RT cores are used 40% of the time (half of 80%)
- INT32 pipes are used 28% of the time (35% of 80%)
For example, RTX-OPS = TENSOR * 20% + FP32 * 80% + RTOPS * 40% + INT32 * 28%
Figure 44 shows an illustration of the peak operations of each type for RTX 2080 TI
Plugging in those peak operation counts results in a total RTX-OPs number of 78.
For example, 14 * 80% + 14 * 28% + 100 * 40% + 114 * 20%.
In Pascal, ray tracing is emulated in software on CUDA cores, and takes about 10 TFLOPs per Giga Ray, while in Turing this work is performed on the dedicated RT cores, with about 10 Giga Rays of total throughput or 100 tera-ops of compute for ray tracing.
Jensen: Using Xbox Series X methodology: The RT Cores effectively, a 34 teraflop shader, and Turing has an equivalent of 45 teraflops while ray tracing.
"Without hardware acceleration, this work could have been done in the shaders, but would have consumed over 13 TFLOPs alone," says Andrew Goossen. "For the Series X, this work is offloaded onto dedicated hardware and the shader can continue to run in parallel with full performance. In other words, Series X can effectively tap the equivalent of well over 25 TFLOPs of performance while ray tracing."
AFAIK, to intersect must require BVH traversal, otherwise I'm not sure what you're be comparing the ray against.
Using the performance data gathered by Digital Foundry, I calculate the 3080 will be approximately 40-45% faster than the 2080 Ti in traditionally rasterized games. The delta in raytraced games should be larger.
I'm a little concerned about the 10GB VRAM though. At 3440x1400 it's no problem, but if I swap out my ultrawide for a 4K OLED display there are games that will definitely use this much VRAM (and more). I hope 20GB cards happen soon after launch. The fact that none have been announced yet is slightly concerning, though.
I guess the concern for me is that Nvidia states that the 2060 is the bare minimal amount of performance needed to do RT. But according to all of this, it's still nearly 50% faster than XSX. I think benchmarks are going to be needed in order for us to really figure out deltas.XSX requires BVH traversal shader. Nvidia claims their RT cores do full BVH traversal without the need for a shader taking care of it, "kind of a shoot ray and forget" kinda thing iirc. It is also posible to build your own custom BVH shader, but would be much slower, again iirc.
I guess the concern for me is that Nvidia states that the 2060 is the bare minimal amount of performance needed to do RT.
But according to all of this, it's still nearly 50% faster than XSX.
I think benchmarks are going to be needed in order for us to really figure out deltas.
Isn't their a separate hardware block in consoles that handle it? Unless there's a custom hardware block in these GPUs it will be trading graphics work for decompression. Microsoft has also stated that they hope to get a developer preview out sometime next year. Doesn't sound like its coming too soon. Then you have to factor in whether or not developers are going to use it in their PC version when only a small portion of the market has GPUs that support it initially.We can claim exactly the same as what is claimed for the console IO systems. Until we have independent benchmarks, both are simply advertised capabilities from the manufacturers.
There's no technical reason at this stage to doubt Nvidias claims any more than there is to doubt Sonys or Microsofts.
Yeah at this point we really will have to just ask developers almost unless we happen to have the exact same DXR 1.0 or DXR 1.1 code running on XSX and an equivalent PC part.Yeah, but from what I've heard it would be very difficult to make a level playing field to test RT capabilities alone, maybe even to just define them, cause just to name a few, scene complexity, type of BVH and depth of BVH could have a very different impact on the different methods.
It's still a different scenario. We don't know if or how it will impact GPU performance.I'm pretty certain there's plenty of GPU resources to spare on Nvidia Ampere in comparison to consoles.
It's still a different scenario. We don't know if or how it will impact GPU performance.
Whats the name of the twitter account?If you read the RadGames Developer Tweets, they give us a general idea.
Whats the name of the twitter account?
Oodle is so fast that running the compressors and saving or loading compressed data is faster than just doing IO of uncompressed data. Oodle can decompress faster than the hardware decompression on PS4 and XBox One.