With how greedy NVIDIA's segmentation has been, it will probably surpass 6080 performance.
With how greedy NVIDIA's segmentation has been, it will probably surpass 6080 performance.
Wonder if OC version would be close to 5090With how greedy NVIDIA's segmentation has been, it will probably surpass 6080 performance.
No, the 6080 may finally exceed the 4090. But not the 5090.Wonder if OC version would be close to 5090
if it's between 4090 and 5090, still fine for 1k$No, the 6080 may finally exceed the 4090. But not the 5090.
For $1k I reserve the option to be just fine with it being even with the 4090 with better efficiency.if it's between 4090 and 5090, still fine for 1k$
What about 256 / 192 / 128 bit like RDNA2? And make it 32 / 60 (64) / 96 CU big like RDNA3. Or 32 / 48 / 80 CU with much more oomph per CU. Who knows, maybe double as wide CUs (2x FP32 Ops/Clock per CU)?So segmented by VRAM, it is likely to be
??
- 24gb - N51
- 18gb - cut down N51
- 12gb - N52
- 9gb - N53
Is this still accurate meaning no real high end GPU like 7900XTX for RDNA5?
Where is that angry face Like option when we need it? 😡Yeah.
Nope. No 96 bit bus, unless it cut down from larger GPU.I'd highlight that it covers a range including both what 7600 is now, and a range exceeding the top of N48. (Remember, this is not performance, this is market segments, performance in segment goes up every generation.)
So, on the low end probably a 96-bit GDDR7 chip with 9GB or something, and on the top end probably something above 256-bit.
something gfx13 yes.So RDNA 5 in BOTH Xbox next & PS6 ??
So RDNA 5 in BOTH Xbox next & PS6 ??
Could Sony’s PlayStation 6 arrive sooner than expected?
The PS6’s release is greatly anticipated, despite the fact that we are only entering the fifth year of the PS5’s availability. PlayStation systems typically launch six or seven years apart, with the PS4 debuting in 2013 and the PS5 in 2020.
However, sources indicate that the PS6’s system-on-chip (SoC) is already being designed and validated. Famous tipster KeplerL2, who has successfully predicted past launch dates, said that the PS6 design is complete and is undergoing pre-silicon validation.
So, a tangible prototype is projected by 2025, with the final release possible as early as 2026.
The latest it could hit the shelves is 2027.
Is the Arrival of the PS6 Sooner Than We Think?
The PlayStation 5 is a great choice for gamers of all ages and interests. It’s worth it as it comes with an exclusive catalog of hit games. Among the best are: Marvel’s Spider-Man 2 Horizon …psxextreme.com
I hope I get more than 100 hours on my PS5 by then. Right now, I have maybe max 15 hours?So just shy of the 7 year mark.
Wonder, if this help catch up NVTraversal Engine can do a lot more parallel traversals
Can you edit the post?New set of patent applications for RT
- OVERLAY TREES FOR RAY TRACING
- FRUSTUM-BOUNDING VOLUME INTERSECTION DETECTION USING HEMISPHERICAL PROJECTION
- TRAVERSAL RECURSION FOR ACCELERATION STRUCTURE TRAVERSAL
- SPHERE-BASED RAY-CAPSULE INTERSECTOR FOR CURVE RENDERING
- SPLIT BOUNDING VOLUMES FOR INSTANCES
- TRAVERSAL AND PROCEDURAL SHADER BOUNDS REFINEMENT
- NEURAL NETWORK-BASED RAY TRACING
- RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
- LOSSY GEOMETRY COMPRESSION USING INTERPOLATED NORMALS FOR USE IN BVH BUILDING AND RENDERING
They are adding BVH traversal in HW in this patent application this time.
RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
From <https://www.freepatentsonline.com/y2025/0104328.html>
A processor employs work items to manage traversal of an acceleration structure, such as a ray tracing structure, at a hardware traversal engine of a processing unit. The work items are structures having a relatively small memory footprint, where each work item is associated both with a ray and with a corresponding portion of the acceleration structure. The hardware traversal engine employs a work items to manage the traversal of the corresponding portion of the acceleration structure for the corresponding ray.
No more traversal done in shaders, just one IMAGE_BVH_INTERSECT_RAY and then get the result without needing to push the current context to stack.
Additionally, the Traversal Engine can do a lot more parallel traversals in HW (for child nodes) than what is possible with shaders for a given CU count.
Looks like a fairly comprehensive RTRT implementation, something developers can hopefully finetune themselves, which is vital for console optimisation.New set of patent applications for RT
- OVERLAY TREES FOR RAY TRACING
- FRUSTUM-BOUNDING VOLUME INTERSECTION DETECTION USING HEMISPHERICAL PROJECTION
- TRAVERSAL RECURSION FOR ACCELERATION STRUCTURE TRAVERSAL
- SPHERE-BASED RAY-CAPSULE INTERSECTOR FOR CURVE RENDERING
- SPLIT BOUNDING VOLUMES FOR INSTANCES
- TRAVERSAL AND PROCEDURAL SHADER BOUNDS REFINEMENT
- NEURAL NETWORK-BASED RAY TRACING
- RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
- LOSSY GEOMETRY COMPRESSION USING INTERPOLATED NORMALS FOR USE IN BVH BUILDING AND RENDERING
They are adding BVH traversal in HW in this patent application this time.
RAYTRACING STRUCTURE TRAVERSAL BASED ON WORK ITEMS
From <https://www.freepatentsonline.com/y2025/0104328.html>
A processor employs work items to manage traversal of an acceleration structure, such as a ray tracing structure, at a hardware traversal engine of a processing unit. The work items are structures having a relatively small memory footprint, where each work item is associated both with a ray and with a corresponding portion of the acceleration structure. The hardware traversal engine employs a work items to manage the traversal of the corresponding portion of the acceleration structure for the corresponding ray.
No more traversal done in shaders, just one IMAGE_BVH_INTERSECT_RAY and then get the result without needing to push the current context to stack.
Additionally, the Traversal Engine can do a lot more parallel traversals in HW (for child nodes) than what is possible with shaders for a given CU count.