Anybody else unimpressed with new midrange Nvidia GPUs, and much higher MSRP?

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Azix

Golden Member
Apr 18, 2014
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Jen-Hsun, however, wasn’t done. Waiting until the end of his presentation, he also announced that we’re launching the NVIDIA GTX 1070 as well, with the “Founders Edition,” available June 10th for $449, and custom boards from partners expected to start at $379.

The NVIDIA GeForce GTX 1080 “Founders Edition” shown tonight will be available on May 27 for $699. It will be available from ASUS, Colorful, EVGA, Gainward, Galaxy, Gigabyte, Innovision 3D, MSI, NVIDIA. Palit, PNY and Zotac. Custom boards from partners will vary by region and pricing is expected to start at $599.

https://blogs.nvidia.com/blog/2016/05/06/geforce-gtx-1080/
 

96Firebird

Diamond Member
Nov 8, 2010
5,712
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...but anyone wanting 2GHz stock GPU clocks must have surely been disappointed by this :hmm:

Were there many?

Most people expected MUCH lower clocks, or high clocks with a much higher power consumption...
 

renderstate

Senior member
Apr 23, 2016
237
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seems they just bumped it up to 16 from maxwell's 9.

Nothing much on the feature front at all. Just more shaders and higher clocks on the hardware front.
Nope, a viewport does NOT allow to render something from different point of views. It can only translate and stretch vertices on the image plane (it's a simple 2D transformation), you can't change perspective with it. Single pass stereo has to be a completely new feature on Pascal, totally independent from rendering to multiple viewports.

A typical VR renderer only renders to 1 viewport per eye, but you have to submit geometry twice to the GPU (once per eye). On Pascal you cut the geometry workload in half by rendering both left and right eye in a single pass.
 

R0H1T

Platinum Member
Jan 12, 2013
2,582
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Were there many?

Most people expected MUCH lower clocks, or high clocks with a much higher power consumption...
Yes, realistically like me, however quite a few (the usual suspects) were predicting 2GHz clocks & great(er) efficiency at the same time.
Suffice to say that never happened, 16nm FF+ is good but not that good
 

Cookie Monster

Diamond Member
May 7, 2005
5,161
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How can you tell just by looking at it, that it isn't gimped?
It still a wait and see ballgame here, we don't have the full details yet, so, going by how something looks is just speculation.

Speculating of course..

And when I mean gimped, im referring to the memory controller side of things.
 

Elixer

Lifer
May 7, 2002
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Nope, a viewport does NOT allow to render something from different point of views. It can only translate and stretch vertices on the image plane (it's a simple 2D transformation), you can't change perspective with it. Single pass stereo has to be a completely new feature on Pascal, totally independent from rendering to multiple viewports.

A typical VR renderer only renders to 1 viewport per eye, but you have to submit geometry twice to the GPU (once per eye). On Pascal you cut the geometry workload in half by rendering both left and right eye in a single pass.

MRT has been possible for a long time, and that demo they did, didn't really show anything that wasn't currently possible.
You can have different shaders (even async shaders) on each rendering target as well, so I am really curious as to the specifics of what exactly is different.
 

Azix

Golden Member
Apr 18, 2014
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Nope, a viewport does NOT allow to render something from different point of views. It can only translate and stretch vertices on the image plane (it's a simple 2D transformation), you can't change perspective with it. Single pass stereo has to be a completely new feature on Pascal, totally independent from rendering to multiple viewports.

A typical VR renderer only renders to 1 viewport per eye, but you have to submit geometry twice to the GPU (once per eye). On Pascal you cut the geometry workload in half by rendering both left and right eye in a single pass.

Got to wait until more information comes out and its actually used. It sounds like the key is not rendering the scene twice but doing the projections at the same time. Sounds like a software feature that can be exploited by a GPU that can do multiple viewports. It does not seem like maxwell could not. it seems more a VRworks improvement. They can't cut out the actual rendering, just do it at once. It definitely is something in VRWorks though because if the game software does not tell the GPU to render something its not going to be there to view. - layman
 
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sontin

Diamond Member
Sep 12, 2011
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Yes, realistically like me, however quite a few (the usual suspects) were predicting 2GHz clocks & great(er) efficiency at the same time.
Suffice to say that never happened, 16nm FF+ is good but not that good

Hm, it is not really easy to compare but:
GP104 has 10% less transistors than GM200 and running at a 60% higher base clock with 20% less power (TDP 180W vs realworld of 225W).

So it provides a huge leap forward from 28nm.
 
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renderstate

Senior member
Apr 23, 2016
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MRT has been possible for a long time, and that demo they did, didn't really show anything that wasn't currently possible.
You can have different shaders (even async shaders) on each rendering target as well, so I am really curious as to the specifics of what exactly is different.
That's incorrect. MRTs allow to render to up to 8 render targets simultaneously, but you are rendering the very same geometry with the very same shader (the shader can output different data to each render target).
You cannot use MRTs to render left and right views for VR because both views use different projection matrices. Without that you lose depth perception.

On current GPUs if you want to render an object as seen from the left and the right eyes, its geometry has to be sent to the GPU and transformed *twice*; once per view. According what NVIDIA presented tonight on Pascal you can send the geometry to the GPU *once* and the HW will process both views, at the same time, in a single pass. That's where the improved performance and efficiency likely comes from.

To clarify: MRTs and viewports are completely different things and none of them are necessary for single pass stereo rendering.
 

sam_816

Senior member
Aug 9, 2014
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Newegg had a Zotac 980 Ti for $550 a couple days ago, I think that's the lowest it's gone...



I have a friend who works for a retailer in Asia. yesterday she told me two things. One that zotac has stopped producing 980tis for quite some while now. (Probably they r already making 1080&1070s imo)

& second that msi is going to stock clearance mode. Australia is supposed to be the 1st market rest of the markets might show some action as well. Usually she is quite inaccurate since she has no interest in gaming or tech but now I think she not talking all nonsense this time.
 

renderstate

Senior member
Apr 23, 2016
237
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Got to wait until more information comes out and its actually used. It sounds like the key is not rendering the scene twice but doing the projections at the same time. Sounds like a software feature that can be exploited by a GPU that can do multiple viewports. It does not seem like maxwell could not. it seems more a VRworks improvement. They can't cut out the actual rendering, just do it at once. - layman
If you are doing the two projection at the same time *by definition* you are not sending the geometry twice to the GPU Projecting a vertex is super cheap (just a vector-matrix multiplications and a bunch of divisions) and Pascal is not saving you anything here since it will still have to project each vertex onto each eye. The saving comes from not having to send megabytes of geometry to the GPU twice and not having to transform all of it twice (only position needs to be transformed twice, all the rest (normals, UV coordinates, bones, etc..) gets transformed once.
 

R0H1T

Platinum Member
Jan 12, 2013
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Hm, it is not really easy to compare but:
GP104 has 10% less transistor than GM200 and running at a 60% higher base clock with 20% less power (TDP 180W vs realworld of 225W).

So it provides a huge leap forward from 28nm.
It is, though you'd have to cite Intel's CPUs for something similar in the FF space. For instance most Skylake (non K) CPU's have stock clocks closer to 3GHz & a TDP of 65W, the 6700K is 4GHz stock with 91W TDP.

That isn't necessarily true, Maxwell cards (with boost) regularly sip more than their rated TDP.

The point is expecting 2GHz clocks without a major regression in efficiency is foolish even if it is 16nm FF+, there are very real & hard limits which cannot be overcome even with a node shrink. Going forward we may (possibly) even get a regression of stock clocks on 10nm, but that debate is for another time.
 
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Azix

Golden Member
Apr 18, 2014
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the regular cards might actually launch with or close to the founders edition. Probably needs some clarification
 

dark zero

Platinum Member
Jun 2, 2015
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So... the founders edition will be the special OCed cards and the regular ones will need to be OCed? also... that means that OCed custom cards will appear some time later... and you know guys... those cards, no matter if is nVIDIA or AMD is far better.

I fear that nVIDIA will get a supply shortage so soon.
 

sontin

Diamond Member
Sep 12, 2011
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The point is expecting 2GHz clocks without a major regression in efficiency is foolish even if it is 16nm FF+, there are very real & hard limits which cannot be overcome even with a node shrink. Going forward we may (possibly) even get a regression of stock clocks on 10nm, but that debate is for another time.

I dont see a major regression. The reference design will be limited at 225W. 2112Mhz provides around 60% more compute performance in <=225W.
That is a 90% higher clock over the reference GTX980TI/Titan X.
 

Actaeon

Diamond Member
Dec 28, 2000
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Will be very interesting to see what the 1070 brings. JHH claiming 'faster than Titan X' but it was in the same context/method in claiming the 1080 is '2x faster & 3x more efficient', which was specific to VR and not overall performance.

6.5Tflops for the 1070 vs 9Tflops for 1080. 28% less TFlops for the 1070. If 1080 is 15-20% quicker than a stock clocked 980 Ti at 9Tflops, I don't see how a 1070 with 28% less Tflops is going to be quicker than a Titan X. Not to mention it'll be choked by limited memory bandwidth with its 256 bit bus and GDDR5.
 
Feb 19, 2009
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So wait. The Founder's edition is paying a premium for early access of NV's reference card right?

Their blog suggests the normal variety or AIB cards will come later.

NV's cooler is quite good up to 225W, it should be great for the 1070 and 1080.

On the blog that's the wording and my interpretation. Pay $699 for early access of 1080, or later $599 for custom models. Would you pay more for reference models though vs something like an MSI or EVGA SC?
 
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Feb 19, 2009
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Oh man, this is pure gold.

One of the 5 Marvels of Pascal:


New asynchronous compute advances improve efficiency and gaming performance.

http://nvidianews.nvidia.com/news/a-quantum-leap-in-gaming:-nvidia-introduces-geforce-gtx-1080

What did I tell you guys, they will "enable Async Compute" in their drivers soon... for Pascal only.

It's technically NOT DX12 multi-engine or async compute, it's just better able to handle graphics <-> compute switching which means DX12 games that use AC, will not cause a performance regression. But NV is going to market it as new "AC advances" anyway.
 

swilli89

Golden Member
Mar 23, 2010
1,558
1,181
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Were there many?

Most people expected MUCH lower clocks, or high clocks with a much higher power consumption...

When they showed the 2.1ghz clock speed, did they show what the power usage was when overclocked?
 

escrow4

Diamond Member
Feb 4, 2013
3,339
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$100 too much for either. And seeing as hardware here is marked up at least 20% (or roughly an extra $100 USD) for higher end GPUs meh. $500 (if not more) for a 1070 here. Pffft. High end hardware is a waste. Watch Maxwell now die like Kepler.

EDIT: As disappointing as new AAA titles. From 2 or 3 DVD9's and 10-15GB to 50GB bloat with the same tiny 5hr single player campaign now with added moderness - broken Day 1 but buy a DLC Season Pass.
 
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