Nvidia Turing Product Reviews and Previews: (Super, TI, 2080, 2070, 2060, 1660, etc)

Discussion in 'Architecture and Products' started by Ike Turner, Aug 21, 2018.

  1. Ike Turner

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    Nope

    https://www.pcgamesn.com/how-dice-made-nvidias-ray-tracing-dreams-a-reality

    "DICE made Nvidia’s ray traced gaming dreams a reality in just eight months"


    :runaway:

     
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  2. DavidGraham

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    Reworking the engine for ray tracing and actually implementing RTX/DXR with actual hardware acceleration on specific GPUs are two completely different things.
     
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  3. Ike Turner

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    Serisously...just..no. You posted something wrong..lets move on.
     
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  4. DavidGraham

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    https://wccftech.com/resident-evil-2-support-nvidia-rtx/

    Your article only talks about DICE reworking the engine from the ground up to support the notion of Ray Tracing:
    But getting access to the hardware to implement RTX happened only very recently:
    So again only two weeks for Dice to make the demo work on RTX 2080Ti. I would say they have done a decent job in such a short time.
     
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  5. Malo

    Malo Yak Mechanicum
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    The latter was done in just 3 days apparently. So with all that groundwork done by DICE and they likely got hardware very very early compared to others, what we see in BFV really should be considered close to as perfect as we can get currently. It looks fantastic and considering what they're doing with reflections, it probably performs really well in context.

    Will it be playable at 4k or even 1440p at consistent 60+? Probably not. Is the hardware good enough for our first jaunt into hybrid rendering in games? Certainly looks that way and it's very exciting.

    Will the cut down 2070 be enough to experience these games at a decent frame rate? That's my question and one I hope will be answered in reviews, even just by seeing how the 2080 performs.
     
  6. Clukos

    Clukos Bloodborne 2 when?
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    I would expect frustum culling to be a huge issue with raytracing/rasterised hybrid engines. Unless I missed something I haven't seen anyone talking about that?
     
  7. Kaotik

    Kaotik Drunk Member
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  8. Silent_Buddha

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    Yup, as someone mentioned previously, this is kind of like the Geforce 256 launch. Except instead of hardware T&L being hyped it's RT being hyped. And just like Geforce 256, it'll struggle to give the experience that gamers and enthusiasts expect. But it does get the ball rolling for RT which is the important bit.

    1 or 2 hardware generations from now is when I expect hardware accelerated RT to be both usable and impressive in games.

    Also, unlike the Geforce 256, I won't be buying into it with first gen hardware. :p

    Regards,
    SB
     
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  9. Rootax

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    Do we know if the RT cores, Tensor Cores, and "shaders" cores, have the same clockspeed ? Or have they independent clock domain they can adjust depending on the load ?
     
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  10. entity279

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    Having 2 weeks to make the implementation work on the real hardware and having only 2 weeks to work on the implementation are vastly different things.
     
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  11. trinibwoy

    trinibwoy Meh
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    Given how long it usually takes for new techniques to make it into games, even if they shipped software a year after getting access to production hardware it would still be impressive. I really don’t understand what people are complaining about (except the prices lol). Developers seem to be really stoked at the prospect of having another powerful tool in the box and I’m optimistic we’ll see exciting stuff soon.
     
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  12. w0lfram

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    I don't think people are looking at Turing properly, as in the form of gaming. Why does Jensen have all this extra "stuff" on the chip, when Vulcan doesn't need it?

    An interesting video....




    Also, there are rumors that Huang's comments (about the ray tracing gigas), are fabricated.
     
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  13. Malo

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    What is it about the Enlisted implementation that indicates it's not using the RT cores?
     
  14. w0lfram

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    Nvidia's layers, or Vulcan's... ?
     
  15. Kaotik

    Kaotik Drunk Member
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    No API "needs it", you could do raytracing on DirectX 9 with the days hardware if not even earlier. DXR (and probably Vulkan sooner or later) just offer a standardized way to do it
     
  16. mrcorbo

    mrcorbo Foo Fighter
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    You mean Vulkan?

    The Nvidia driver translates the Vulkan raytracing instructions to native code to run on the hardware. Just because they aren't using a Nvidia-specific API, doesn't mean that the Nvidia-specific hardware isn't being used or isn't a benefit. It's no different to the "CUDA cores" (another term for Nvidia's streaming processors) still getting used when running OpenCL instead of CUDA.
     
  17. w0lfram

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    We are talking about Nvidia's Turing chip. Microsoft's DXR & Vulkan are open standards. Nvidia's solution is proprietary and layered... as they try to market data center GPUs, as gamer cards.
     
  18. mrcorbo

    mrcorbo Foo Fighter
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    Developers don't have to use Nvidia's proprietary API to utilize Turing's raytracing hardware so Vulkan and DXR applications/games will be able to benefit from the presence of the RT and Tensor cores. So, as long as the custom hardware does enable better performance, I'm not sure what the problem is with the specific hardware implementation. This seems like a weird angle to criticize Turing on.
     
  19. DavidGraham

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    It looks like 3D Mark TimeSpy Ray Tracing benchmark is headed for an end of September release.
    https://www.techpowerup.com/247057/...racing-to-be-launched-by-the-end-of-september

    And how is that statement any different from the one I made?
     
    #99 DavidGraham, Aug 25, 2018
    Last edited: Aug 25, 2018
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  20. Kaotik

    Kaotik Drunk Member
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    RTX operates on top of DXR/vulkan, it doesn't replace them and based on everything told so far, all they've shown should work regardless of your videocard manufacturer assuming they support DXR. Vulkan might be trickier since there's no standardized way yet (nvidia is offering their extensions for this I think)
     
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