Nvidia Turing Speculation thread [2018]

Discussion in 'Architecture and Products' started by Voxilla, Apr 22, 2018.

Tags:
Thread Status:
Not open for further replies.
  1. BRiT

    BRiT (>• •)>⌐■-■ (⌐■-■)
    Moderator Legend Alpha

    Joined:
    Feb 7, 2002
    Messages:
    20,502
    Likes Received:
    24,399
    I thought Nvidia already supported double-rate fp16.
     
  2. JasonLD

    Regular

    Joined:
    Apr 3, 2004
    Messages:
    463
    Likes Received:
    105
    Yeah, Nvidia already supports that but they artifically limited fp16 on Geforce line. Since tensor cores in 2080ti apparently has capability to push 110Tflops on FP16, I was wondering how it can be used to assist other graphical functions other than the purpose of denoising on RT.
     
  3. OCASM

    Regular

    Joined:
    Nov 12, 2016
    Messages:
    921
    Likes Received:
    874
    This is 1080p at 1spp. Already looks far superior that rasterized lighting, IMO:



    Also it's from a year ago and it's not even using AI.

    At least for diffuse GI (irradiance) I think you could get away with tracing at 1/4 the resolution and still look good.
     
  4. AMD needs to get their "traditional" rendering performance up to speed on PC solutions well before they go after a feature that will only be present and barely useable on $1k graphics cards and 3 games.
     
  5. Mobius1aic

    Mobius1aic Quo vadis?
    Veteran

    Joined:
    Oct 30, 2007
    Messages:
    1,715
    Likes Received:
    293
    Any reports on how the actual Ray Tracing hardware is designed and configured? They are rays so I'm assuming just a super specialized form of vector SIMD? Nvidia's descriptions seems like a sort of "bolt on" measure that can be omitted for non-RT cheaper Turing based GPUs (think GTX 2060). Is the RT silicon added arbitrarily to GPU with proper comm pathways or are the RT blocks part of the SMs itself? If the latter is true, then an RT-less Turing SM I guess wouldn't necessarily be a Turing SM at all. RT on SM would make a better case for a top to bottom product stack under the RTX moniker than having a top end RTX line with a middle and low end GTX line to handle the low end. Makes for bigger GPUs that might lack the tensor cores and in turn alot of the ray tracing grunt that comes from the big Turing implementation.

    I'm sure Nvidia is working on a low end RT fall back to accomodate cheaper products.
     
  6. Voxilla

    Regular

    Joined:
    Jun 23, 2007
    Messages:
    832
    Likes Received:
    505
    Others already have pointed out that the 10 Gray/s would be for 1 on screen triangle.
    In principle you have to test each triangle (also off screen triangles for secondary rays) if it intersects the ray.
    With 10 million triangles, if you test each triangle, you could be down to 1 thousand rays per second.
    Acceleration structures like BVH can bring down the number of intersections, but currently we have seen no information how fast the RT core can traverse a BVH and how many remaining triangle test per ray there typically remain.
    Acceleration structures help reduce the number of ray/triangle tests, but they have as drawback that they have to be rebuilded when the geometry changes, like for skinning, dynamic hair/vegetation etc.
    We have no information either on what is the cost of rebuilding the BVHs each frame.
     
    Lightman, BRiT, Entropy and 1 other person like this.
  7. Picao84

    Veteran

    Joined:
    Feb 15, 2010
    Messages:
    2,109
    Likes Received:
    1,195
    Not only 3 games, there are more coming. Still, yes it's going to be a niche for sometime, but AMD needs to support it eventually.
     
  8. CarstenS

    Legend Subscriber

    Joined:
    May 31, 2002
    Messages:
    5,800
    Likes Received:
    3,920
    Location:
    Germany
    User-centric market values:
    1080 Ti -> 700 EUR (settled prices)
    2070 -> 640 EUR (one-vendor only price)

    Yes, I am aware that the presentation spoke of 499 US-$. But that's without tax, without tariffs and most importantly that's for the cheapest-possible AIB models (blower fan, plastic shroud, maybe dumbed down PCB). The better AIB models won't get near that mark for a while.

    Then maybe that would be a good time to get a new GPU. :)
     
    #428 CarstenS, Aug 21, 2018
    Last edited: Aug 21, 2018
    Kej, Lightman, BRiT and 2 others like this.
  9. MDolenc

    Regular

    Joined:
    May 26, 2002
    Messages:
    696
    Likes Received:
    446
    Location:
    Slovenia
    GPUs in GeForce line have different SMs to the SMs in P100 and V100 so it's not artificially limited there simply is no capability to do it fast. Tensor cores are "weird" in more ways then one if you want to look at them for something like this. As already said they are optimised for matrix operations meaning you cant simply pack arbitrary scalar code on to them. They are CUDA only and there is no equivalent for that in D3D (but you can interop). They require huge amounts of internal bandwidth to the point that using them naively in CUDA will result in only about half of the peek performance. Also its not completely FP16. It takes FP16 input, but the math and output is done at FP32.
     
    #429 MDolenc, Aug 21, 2018
    Last edited: Aug 21, 2018
    Kej, Lightman, BRiT and 1 other person like this.
  10. Megadrive1988

    Veteran

    Joined:
    May 30, 2002
    Messages:
    4,723
    Likes Received:
    242
    I cannot wait to see how much faster Nvidia's implementation of raytracing (the RTX platform) gets with future generations Nvidia GPUs on 7nm, 7nm+ with EUV, and 5nm

    At the same time, I tend to agree with you about the outlook for raytracing support in games if there's no RT acceleration from AMD, and the next console generation.

    So then we'd probably be looking somewhere between the late 2020s and 2030 with 10th generation consoles.

    [/QUOTE]
     
    pharma and Bludd like this.
  11. Bludd

    Bludd Experiencing A Significant Gravitas Shortfall
    Veteran

    Joined:
    Oct 26, 2003
    Messages:
    3,793
    Likes Received:
    1,475
    Location:
    Funny, It Worked Last Time...
    Our boy repi :)
     
  12. Rootax

    Veteran

    Joined:
    Jan 2, 2006
    Messages:
    2,400
    Likes Received:
    1,845
    Location:
    France

    Oh yes, my vega FE is and will be fine for, I hope, 2 years at least ? But I hope post navi will have RT (or Intel gpu if they support freesync) hardware support.
     
  13. CSI PC

    Veteran

    Joined:
    Sep 2, 2015
    Messages:
    2,050
    Likes Received:
    844
    Only GP100 and GV100 had accelerated FP16 in the past (ignoring Tegra related products), was not on any of the other GPU models from Pascal.

    With the latest GPU need to consider that this is now SM_80 and brings acceleration-rapid packed maths/further optimisation to mixed precision GEMM with CUDA 10.
    Also Nvidia has further enhanced this feature/compute CUDA level by supporting closer integration with DX12 and Vulkan, but it needs to be seen exactly what interoperability has been exposed, unfortunately that level of info will not come out until they present more on CUDA 10/SM_80 but it offers some potential benefits as some algorithms/features could never be accessed by gaming development in the past, and tbh some of those are more efficient than what was implemented in Gameworks.
    SM_80 and associated compute capability would be Turing, so would only apply to their generation and going forward.
     
    #433 CSI PC, Aug 21, 2018
    Last edited: Aug 21, 2018
  14. There are more games with raytracing? I got the impression that only those few used raytracing. They announced a bunch more with the "developed for RTX" moniker, but it seems this can be as vague as just supporting deep learning super sampling.

    The only title I could see as very high-profile on PC would be Battlefield V, but it looks like the game may tank due to EA/DICE's unhealthy fixation on selling coloured cosmetics on a WW2 game. DICE's CEO of 14 years was already booted, reportedly due to abysmal pre-order numbers.

    I was quoting a post that suggested AMD needed to announce something with DXR "soon". They really don't.
    If it actually gains traction then they'll be forced to do it eventually, sure.

    IMO, in the near future AMD should attempt to take full advantage of 7nm to increase raw performance on DX11/DX12 workloads, not maintaining feature parity with the super-expensive RTX family.


    Is the raytracing path on these 3 titles vendor-agnostic or is it locked to the RTX GPUs (or behind gameworks)?
     
    #434 Deleted member 13524, Aug 21, 2018
    Last edited by a moderator: Aug 21, 2018
    CarstenS and Entropy like this.
  15. Rootax

    Veteran

    Joined:
    Jan 2, 2006
    Messages:
    2,400
    Likes Received:
    1,845
    Location:
    France
    I believe it's working with DX RT (I don't remember the name), so it's not nvidia locked ?

    Would be funny if Nintendo can pull a switch 2 with hardware RT (even if the performances are anemic with the need of a very small soc of course) while the "big consoles" don't have it.

    I believe RT will take, because it's something visible. Async Compute, packed math, etc, it's maybe as important, but you don't "see" it for the end user, it's harder to sell to the final customer. And nVidia have a lot of ressources. It's not AMD, who can't even have their very good idea (primitive shaders) working on their own gpu...

    Anyway. Right now, the main problem for nvidia is emptying the pascal stock I guess...
     
    #435 Rootax, Aug 21, 2018
    Last edited: Aug 21, 2018
  16. CSI PC

    Veteran

    Joined:
    Sep 2, 2015
    Messages:
    2,050
    Likes Received:
    844
    It seems more inconsequential relative to physics features if locked within post processing of Nvidia when one considers no-one complained about VXAO (especially how implemented in Final Fantasy 15 where it uses integration with a custom pass SAO within Luminos Engine), or even complain that much about Turf Effects where it did not cause much of a controversial stir.
    Point is it becomes more of a sticking point if it was physics engine related simulation (possibly could lump Hairworks into this category) rather than the actual Ray Traced Area Shadows\Ray Traced Glossy Reflections\Ray Traced Ambient Occlusion that are in Gameworks.
    But then one does not necessarily need to use those libraries depending how accessible it is in DirextX and Vulkan that are also supported and how evolve, I assume comes down to expertise support from Nvidia-Microsoft-Khronos/engine integration.

    Caveat my context/point is not about performance of Gameworks or how well it is actually implemented-used by Devs (some use it better than others), raytracing features in it probably will not be perceived in the same way as some of the physics simulation libraries.
     
    #436 CSI PC, Aug 21, 2018
    Last edited: Aug 21, 2018
  17. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,887
    Likes Received:
    4,534
    NVIDIA is listing 21 Games with RTX Support
    • Ark: Survival Evolved
    • Assetto Corsa Competizione
    • Atomic Heart (2019)
    • Battlefield V
    • Control
    • Dauntless
    • In Death
    • Enlisted
    • Final Fantasy XV
    • The Forge Arena
    • Fractured Lands
    • Hitman 2
    • Justice
    • JX3
    • Mechwarrior V: Mercenaries
    • Metro Exodus
    • PlayerUnknown’s BattleGrounds
    • Remnant from the Ashes (2019)
    • Serious Sam 4: Planet Badass
    • Shadow of the Tomb Raider
    • We Happy Few
    https://www.guru3d.com/news-story/nvidia-is-listing-21-games-with-rtx-support.html

    Should be just another option in advanced game setting to enhance graphics (RTX on/RTX off).
     
  18. homerdog

    homerdog donator of the year
    Legend Subscriber

    Joined:
    Jul 25, 2008
    Messages:
    6,294
    Likes Received:
    1,075
    Location:
    still camping with a mauler
    I’m sure folks will pay whatever for the 2080/Ti but 500+ for the 2070 is rough.
     
  19. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,929
    Likes Received:
    5,529
    Location:
    Pennsylvania
    Note that I believe most of them are DLSS, not RT. Marketing at work with their "RTX".
     
    BRiT and Ike Turner like this.
  20. Bludd

    Bludd Experiencing A Significant Gravitas Shortfall
    Veteran

    Joined:
    Oct 26, 2003
    Messages:
    3,793
    Likes Received:
    1,475
    Location:
    Funny, It Worked Last Time...
    I can't wait for AT's review. Ryan, plz scrounge some cards.

    Edit: even though I am on GTX 980 Ti, I will not pre-order any hardware.
     
    Ryan Smith and Lightman like this.
Loading...
Thread Status:
Not open for further replies.

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...