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  1. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    I see your post, but there are no RT shadows in the video. I saw a lot of PS5 in the last year. I had almost every early sample, and I can safely say that RedGamingTech has no clue what they talking about. Both consoles use custom Zen and custom RDNA based on Zen 2 and RDNA 2. The geometry...
  2. Z

    Question Which of the 6 Framesync Options cover both AMD and Nvidia cards???

    If you are on DisplayPort than only FreeSync Premium Pro and G-Sync/G-Sync Ultimate support propieartary features. All other solutions are based on a VESA standard.
  3. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    It has the same geometry engine. This unit is also identical on Xbox Series S and X. The APIs are different, but the underlying hardware is the same.
  4. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    I still don't see it. You have the normal shadows. Certainly, the allocated memory is not needed. But this is the problem of the PC platform. The memory management is inefficient, and the memory usage is much higher than the theoretical needs. So even if you don't need a lot of data, it has to...
  5. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    I saw it, and the RT shadow is missing from the game itself. The problem is that the RT in Godfall is not implemented inside the DXR API. It's an interop implementation that do the job outside DirectX. You can check the library file inside the game folder: amdrtshadow.dll. I wrote it earlier...
  6. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    The RT in Godfall is very memory hog. You just don't see it, because it can't be activated on a GeForce in the currenct program version. No matter how hard to try, the service library is missing in your system. As you can see in the benchmark, those are not RT shadows, the overall quality is too...
  7. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    Programmable traversal can be supported by NVIDIA via shaders. A fixed-function BVH traversal unit never able to support this kind of functionality.
  8. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    This is true, but that's not the problem. The issue is that when you shoot the ray, you need to set the LOD, and that lavel is applied for the full lenght of the ray. This means some objects far from the camera might be loaded in the highest resolution, while in theory it would be enough to load...
  9. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    Might be, but not because the hardware. I'm only familiar with the PS5, and Sony's IO/RT APIs are miles ahead of the PC options. What makes me sad is that this is purely a software-based advantage. Nothing stops the newer PC GPUs to execute a custom BVH traversal via compute shader, the hardware...
  10. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    Don't believe in marketing materials. Their job is to sell the products, nothing else. There are several way to lower the memory consumption. The easiest and most useful way is to limit the length of the rays. This is possible in a standard APIs, and it will help a lot, but the quality will be...
  11. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    The VRAM usage in ray tracing might be massive. This is because the standard PC implementations don't support flexible LOD systems. Every object must be loaded to the memory with really high resolution, no matter if it is far or not from the camera. The LOD must be selected before shooting the...
  12. Z

    Question Is using "Infinity Cache" for Navi 2X a good move?

    The frametime will be generally better, because there are a lot of shader codes when it is not really possible to optimize for a good resource allocation. In this case there won't be enougth warp/wavefront to keep the ALUs busy. The data access latency is simply too high. With Infinity Fabric...
  13. Z

    Question Is using "Infinity Cache" for Navi 2X a good move?

    Worse. Hit rate will go up with bigger cache size, and/or lower resolution.
  14. Z

    Question RTX audio

    You mean ray traced audio processing? That's a focus point on the next gen consoles, but not really on PC. But even it's not on the focus, the technology is there. Steam Audio 2.0 is mostly can do what the new consoles can. Not a perfect match, but it can do the job. Now Steam Audio 2.0 support...
  15. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    I think there is a lot of misunderstanding, maybe the source of this is how Sony and Microsoft detailed the new technology. Yes, consoles are designed to manage the data much more efficient, and this is done by several, more or less individual components: The IO API, DirectStorage for example...
  16. Z

    Question Is 10GB of Vram enough for 4K gaming for the next 3 years?

    This is more or less a question that is depends on the actual memory management. Things got rude with Vulkan and D3D12, but AMD provides two middlewares, and these are huge help. With VMA and D3D12ME the memory management problems are not so bad as two or three years ago. Normally these...
  17. Z

    Question AMD vs nVidia for professional Unreal Engine 4 ???

    On the CPU side more cores will give you a better development environment. So get as many cores/threads as you can. On the GPU side, it doesn't matter, if you use the main branch. Epic optimize for both AMD and NVIDIA. But if you want to integrate something specific, or want to use 3rd party...
  18. Z

    Question Ray Tracing is in all next gen consoles

    That's the biggest problem, but it is not really solvable in software or in an API. There might be a hardware approach to find the commonality between the rays and then create ray groups to achive much better memory access efficiency. This will be useful in the future hardwares. But today the...
  19. Z

    Question Ray Tracing is in all next gen consoles

    I can accept this, so when I said emulation, I think about a shader-based solution. The actual hardwares won't support the new features on their fixed function hardwares. But they can support the changes via shaders.
  20. Z

    Question Ray Tracing is in all next gen consoles

    Yes we are probably 20 years away from that. And that's good. The actual hardwares can support the changes via shaders. But you need a hardware based solution to achive good performance, so there will be newer hardwares. I wouldn't compare these, because PS5 do this with a different graphics...
  21. Z

    Question Ray Tracing is in all next gen consoles

    Never said it requires. It can't support 32-bit snorm format. The hardware was not designed for this. So for this format, you need a new hardware. The 32-bit float format, which is supported by Turing is very inefficient. But DXR is in an early generation, so this is not a big problem, you can...
  22. Z

    Question Ray Tracing is in all next gen consoles

    On the consoles, it will be public. It is a must to get this work, because if we don't know the limits of the acceleration structures, than we don't able to calculate with the performance variations. I can't say too much about this, but the next step will be the custom BVHs.
  23. Z

    Question Ray Tracing is in all next gen consoles

    No. You can emulate the stages, but the fixed function hardware is designed to do one thing, and if it's change, for example to support more formats, than you need new hardwares, because the old ones won't support the new formats. But the emulation is always an option, even if the performance...
  24. Z

    Question Ray Tracing is in all next gen consoles

    Nah... The PS5 has a very different RT solution compared to what is implemented in DXR. Even the Xbox has an upgraded pipeline. So, hibrid RT will be the way to go in the future, but the current hardwares will be paperweights with the new consoles. They don't support the new pipeline, because...
  25. Z

    AMD announces 7nm MI60 and MI50 DL accelerators

    The killer feature is the RSA support!
  26. Z

    Ray Tracing for everybody!

    Not every. The fallback layer needs shader model 6 or better. There are DX12 hardwares on the market that don't support this, like Fermi. If the driver support DXIL, then DXR just works on the fallback layer. No additional support required, other than the DXR shaders, but that's just a little...
  27. Z

    [Speculation] What will AMD's upcomming 7nm GPUs look like?

    I'm pretty sure that Navi don't use GDDR6. The minimum bandwith will be 1 TB/s, and it is not possible with GDDR. Also DXR requires bandwith, a lot of bandwith, so the industry have to go over a TB/s to achive good ray tracing performance. This is the only parameter that matters a lot. With...
  28. Z

    Ray tracing performance. 2080ti provides around 30fps @1080P

    I'm pretty sure that the new Tomb Raider is not designed for raytracing in mind. Even if they use it for an effect (which is easy to integrate), the whole method will consume a lot of performance, no matter that some pipeline stage can be accelerated or not, because the ray generation and...
  29. Z

    navi customed designed for sony took 2/3 of engineers away from vega[forbes-article]

    This is not how it works. I worked for Sony earlier, so I had some insight. The AMD semi-custom division is very independent in an R&D standpoint. They create custom designs with independent engineers and software team. The main source is the RTG and the CPU division. They got the architectures...
  30. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    And it can be far better if the pipeline won't do two tone mapping. Making better panels is another problem, but in the software side we can't do anything. We have to wait for some better monitors. But for the tone mapping solutions we can manage to get better latency and better image quality...
  31. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    They don't have specific hardware. FreeSync 2 is just a specification. The monitor manufacturers just need to follow it, and nothing else. With this the game engine can calculate a correct tone mapped image and the monitor don't need to touch that result with the built-in tone mapping. This will...
  32. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    Normally within the game, and then in the monitor. Now we can cut the monitor part, because it will just give us worse image quality. This should be a must have technique today, because we not just get better latency, but also able to create better image quality. I can tune my tone map, if there...
  33. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    They pretty much aware of it. But AMD has a working solution now, and they still thinking on something similar. That's good after all, because this is just a software, but they are painfully slow nowadays when they need react to real problems.
  34. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    It works for sure, but is the result good enough? Mostly crushed blacks, or badly saturated whites... No this is not a hardware. It just a software that allows the devs to create a correct image to any display inside the game engine.
  35. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    Every HDR display has a built-in tone mapping module, but it don't know how to apply the tone map properly. I have a ROG Swift PG27UQ for testing the HDR, and the results are very bad. This is why I want to know the monitor characteristics, to allow a usable tone mapping before the HDR...
  36. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    Than please help me where can I find the the tone mapping library for G-Sync. :)
  37. Z

    [ H ]: Freesync 2 (HDR) vs Gsync

    G-Sync allows HDR, but not support it directly. FreeSync 2 is not just allows it, but also enables the game to query the monitor characteristics. After that it adapt the output to the contrast and gamut of the display. This is a huge advantage for the gamers.
  38. Z

    TPU: AMD Freesync coming to XBox

    Nope. It's just vendor independent, but not open. And FreeSync over HDMI in the current form is not open and also vendor dependent. Technically Nvidia can support it, but they need to pay for the conformance test, which is done by AMD. Adaptive-Sync is vendor independent and open.
  39. Z

    [HardOCP] GeForce Partner Program Impacts Consumer Choice

    They need it. The problem is the die size, so in the future they will build chiplets. 3D stacking is also a very promising option.
  40. Z

    TPU: AMD Freesync coming to XBox

    FreeSync over HDMI is not an open standard!
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