Nvidia's Next-Generation RTX GPU [3060, 3070, 3080, 3090]

Discussion in 'Architecture and Products' started by Shortbread, Sep 1, 2020.

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  1. Putas

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    First time I hear about desktop 1650 Ti, source?
     
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  2. trinibwoy

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    Pascal went that low. The GT 1030 is still available today for $85.
     
  3. PSman1700

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    Someone opting for say a 3060/Ti will enjoy better raster performance over the PS5.

    Thats a given, as already pointed out by DF.
     
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  4. neckthrough

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    Hmm, you are right it seems its mobile only (though Notebookcheck has an entry with specs and all). My bad.
     
  5. ToTTenTranz

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    That GP108 is 3 years old, though.

    I think Renoir's high-clocked Vega the Tiger Lake's Xe have practically killed that performance range for dGPUs.
    Intel did release the Xe MAX dGPU, supposedly to bundle with the older 14nm++(...)+ laptop CPUs with gen9 graphics, but I haven't seen much of an adoption there.
    I wonder if they initially planned for this GPU to work in parallel with TigerLake graphics on DX12 explicit multiadapter, but then the latter never got any kind of wide adoption.


    Regardless, iGPUs in later APUs/SoCs seem to have killed the $100 value proposition in dGPUs. I can only guess that DDR5 and Infinity Cache on AMD APUs are bound to make that even more clear.
     
  6. neckthrough

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    Agreed. I do hope Intel stops their weird practice of lumping their highest-end IGPUs only with their highest-end CPUs. Anybody spending cash on a high-end CPU who also cares about GPU performance will definitely buy a discrete GPU, so the IGPU is just dead weight. On the other hand, attaching a top-end IGPU with a low-end or midrange CPU can make for some really compelling efficient SFF builds.
     
  7. trinibwoy

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    It’s not just about performance. People don’t upgrade their CPUs that often. GPU upgrade cycles are shorter so you have more opportunity to adopt new features.
     
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  8. OlegSH

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    My bad, probably I formulated my previous message too poorly for you, probably too many technical terms, let me put it simple for you in the "love/hate" speech you understand.
    Yes, I know you hate everything NVIDIA and will try to make it look bad and evil whenever you can, but I don't really care.
    What I care about though is the nonsense about the performance-per-TFLOP metric. As I noted before, this metric is useless in separation from other metrics, so you can't make some stupid claims based on 6800 XT vs 3080 FLOPS comparisons.
    Probably you didn't understand this from my first attempt because I had mentioned both NVIDIA and AMD. Let boil it down just to AMD, so it's easier for you to understand - PS5 is NOT 20% slower than XSX and PS5 doesn't have a significantly higher performance-per-TFLOP, it's basically the same architecture all around.
    Both consoles have different strengths - higher triangle setup rate, fill rate and blending for PS5 and higher TFLOPs and texture fetch/filtering for XSX, this results in both having almost identical avarage performance in current rasterisation games despite of 20% FLOPS shortage on PS5 side.
    Future engines, such as UE5, might move the needle to the compute side of things (it has been the case for last 10 years), chips with higher TFLOPs will benefit the most from increasing the amount of computations and that's already the case with RT titles like it or not.
     
    #428 OlegSH, Jan 15, 2021 at 11:53 AM
    Last edited: Jan 15, 2021 at 12:01 PM
  9. ToTTenTranz

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    Yes, tell me more about your subpixel rendering theories.


    You really don't care at all, which is why you're totally not coming here guns-blazing to avenge one certain dear IHV at every passing hint of slight criticism.


    Ever heard of linear equations in school? Math?

    If the PS5 is not 20% slower than the SeriesX while having 20% less TFLOPs, then it has a higher performance-per-TFLOP. If rendering-performance-PS5 with 1T compute throughput is similar to rendering-performance-SeriesX with 1.2T compute throughput, then the PS5 has higher rendering-performance-per-TFLOP.

    I can direct you to some youtube videos about linear equations if you want. I'm here to help!


    Nah, your previous post clearly said "b-but the RTX3060 is probably faster than the PS5 at RT-heavy games", which is still a bullshit comparison because can never be measured by the general public. Just like nvidia's previous claims of the RTX2080 Super laptops with a performance equivalent to a GTX1070 being faster than both the PS5 and the SeriesX.
    You can try to change goalposts and narratives to fit a completely different argument, but anyone can follow links and see what is written in the post I answered to.
     
    #429 ToTTenTranz, Jan 15, 2021 at 12:53 PM
    Last edited: Jan 15, 2021 at 1:24 PM
  10. OlegSH

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    I've used it many times for performance modelling at different scales and levels, did you?:wink4:
    Have you heard of linear regression?
    Try it and then hopefully you won't repeat the nonsense with performance-per-TFLOP.

    As I already said, performance in rasterisation games is a mix of shaders, rasterization and other workloads, i.e. there is a number of variables, not just a single variable, and you can get the right solution by making a system of linear equations and optimizing regressors (evolutionary or by SGD).
    Regressors here will be an average percentage of time spent in different workloads which rasterization consists of. SeriesX can't have less performance-per-TFLOP because it doesn't hold true for compute workloads where it will be proportionally faster. As we know there are such games as Clay Book and Dreams which are almost 100% made of compute shaders.
    If you think of a complex workload, such as rasterisation, as of a simple linear equation with a single unknown then you are doing it wrong.

    Well, I can clearly see you are unaware of perfomance modelling.
    With RDNA2 performance data, it's quite simple to model how PS5-specced hardware will hold up in any game.
    I agree only on that's not a very correct comparison because PS5 has its own software stack which is another part of equation and it's hard to model unless you are a PS5 developer with devkits.
    If they wrote PS5 level PC hardware, this would have been other story.
     
    #430 OlegSH, Jan 15, 2021 at 2:33 PM
    Last edited: Jan 15, 2021 at 3:41 PM
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