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Do we have a strong reason to think that the performance of RT without fixed function traversal hardware is actually good enough though? I mean that's basically what you have on AMD and we all know how that compares currently...Just don't use the current APIs. It's a shame to leave the traversal hardware unused (though it's probably programmable, but the odds of that being exposed is nil) but Nanite leaves the vertex shader hardware unused too.
Froblins on steroids, finally. The promise of an engine mostly in compute finally delivered.Skeletal meshes with Nanite gives 2x to 4x increase in fps compated to Skeletal meshes without Nanite, in this special demo.
HVVR. Can't really compare tracing rays which mostly stay nicely in a tight frustum for a ray packet, with all the secondary rays being used for GI/AO. Primary/shadow-rays are special, but they aren't what RTX is designed for.Do we have a strong reason to think that the performance of RT without fixed function traversal hardware is actually good enough though? I mean that's basically what you have on AMD and we all know how that compares currently...
I haven't looked at the performance of HVVR specifically but as we know from GPUs, dropping some additional decompression/unpacking/tracing kernel in the middle of another one like this hardly guarantees the performance wouldn't drop by a fair bit. The issues with things like hit shaders are not entirely about transitions from HW/SW traversal stuff, they are as much about fundamental GPU issues with worst case resource allocations and ubershaders as anything, which such a software approach would hit as well.HVVR. Can't really compare tracing rays which mostly stay nicely in a tight frustum for a ray packet, with all the secondary rays being used for GI/AO.
Forgive the double negative, but they are also not not-what-they-are-designed for. Coherent ray intersections still see large performance benefits even on NVIDIA hardware due to the many related memory, compression, cache footprint and shader execution coherency improvements that come along for the ride.Primary/shadow-rays are special, but they aren't what RTX is designed for.
Do we have a strong reason to think that the performance of RT without fixed function traversal hardware is actually good enough though? I mean that's basically what you have on AMD and we all know how that compares currently...
I don't think that's really a necessary path for Nanite though. The number of triangles that are actually needed in a given frame is well within stuff you can traverse reasonably - it's just we need to be able to change (and associated BVHs) frame to frame more efficiently. I don't think we really need to do that "just in time" during traversal though... even Nanite raster-based streaming is a feedback loop of course.
(Up front do note that the discussion so far has centered on primary rays, so some of my comments have been specifically around that.)With relatively unpredictable and incoherent memory access RT seems likely to be heavily latency bound whatever you do fairly easily. Fixed function units that increase compute throughput per area would seem of limited benefit then versus a programmable pipeline that would be a bit bigger in die area when it's latency/cache structure you have to worry about fairly quickly.
It's certainly not something to rule out, but there's also just not that many different types of primitives that are commonly used in these acceleration structures. I do expect there to remain some level of tradeoff between structure update costs and ray traversal costs, but it's not clear to me that it's something that needs to be entirely in user space, especially as we move into a world where "general compute" scaling is rapidly slowing.And a programmable RT pipeline offers fixes concentration on hardware box BVHs wouldn't. Just go from boxes to spheres, now all you have to do is move sphere centers around, much faster refits and rebuilds! Or what if you can move to splats instead of triangles? Now you're geometry testing is faster, you can have simpler acceleration structures altogether because you can just brute force testing geo more.
Skimmed the paper briefly and while the results are interesting in the context they are presented (i.e. very high resolution mobile VR with lens warp), I'm not sure they are as interesting in terms of high end rendering.I haven't looked at the performance of HVVR specifically...
It's also on gamepass now if people wanted to check it out but not buy the game again at full price.Looks like Arc Survival Ascended added Hardware Lumen? In the new version at 4K, the 2080Ti is faster than 6900XT, and the 3080Ti is much faster than the 6900XT.
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Ark: Survival Ascended Client v39.4 - Server: v39.6 тест GPU/CPU | MMORPG / Онлайн-игры | TEST GPU
Мы выполнили тестирование Ark: Survival Ascended Client v39. 4 - Server: v39. 6 на наивысших параметрах графики, на видеокартах из сgamegpu.com
It's also on gamepass now if people wanted to check it out but not buy the game again at full price.
Why the hell does this keep happening? palworld had the same problem and it's also happened on some other things or if dlss isn't missing it's RT features like The Ascent.There's no dlss on the Gamepass version for some reason. I'd imagine HW Lumen is missing too until they patch it.
Is this also true for MS developed games?PC Gamepass Version is always some patches behind Steam and others because of their certification process, while they don't have to go through the same with Steam etc.
That can be the excuse for day 1 releases, but this has been out on steam for a while and had dlss reconstruction and frame gen from day 1 on steam. So for this to be a valid excuse here they would have had to dig out a version pre steam release from months ago to submit for cert?PC Gamepass Version is always some patches behind Steam and others because of their certification process, while they don't have to go through the same with Steam etc.
PC Gamepass Version is always some patches behind Steam and others because of their certification process, while they don't have to go through the same with Steam etc.
Is this also true for MS developed games?
That can be the excuse for day 1 releases, but this has been out on steam for a while and had dlss reconstruction and frame gen from day 1 on steam. So for this to be a valid excuse here they would have had to dig out a version pre steam release from months ago to submit for cert?
edit: did a quick check it released on steam 23rd oct 2023, so uh yeh that kin da makes it even more questionable.
Ready for Tekken 9
Skinning with tesselation is starting to look good.