I don't know! I had assumed textures and geometry didn't magically teleport to the ALUs.Why would you think memory bandwidth would affect games so much?
I don't know! I had assumed textures and geometry didn't magically teleport to the ALUs.Why would you think memory bandwidth would affect games so much?
Has something to do with turning millions of pixels into colorful goo.Why would you think memory bandwidth would affect games so much?
Blackwell ALUs have cargo shorts and leather jackets with pockets, so they really can store pretty much anything indefinitely.I don't know! I had assumed textures and geometry didn't magically teleport to the ALUs.
No.Are you considering upgrading to the 5090 or another GPU in the near future?
DLSS. It's better than native.Why or why not?
That would be good. But I'm a bit concerned by the lack of compute. Is it even faster than the 4080? We'll see. It depends on Nvidia sandbagging the boost clocks more than usual.I think the 5070Ti is the most appealing one. Should basically be a 4080 Super + maybe 5 or 10% for a slightly reduced price. It's still within that traditional high-end price category and should still offer good high-end performance.
GB202 isn't cutting costs and it's the only one that increased MSRP?CEO cutting costs to feed the bottom line.
Turing had the pay the tax for a truly modern shader core. Blackwell is odd.Is it just another Turing
Just to be clear you are not upgrading from the 4090 to the 5090 because DLSS on the 4090 provides all of the performance you require?No.
DLSS. It's better than native.
Sounds like Intel from about 15 years ago.While technology becomes generally more accessible it seems the GPU industry continues to move backwards.
Crypto got Nvidia drunk on all that money and now consumers are paying the price.
Lack of competition is killing the industry.
I can't be sure but it seems that way so far.Just to be clear you are not upgrading from the 4090 to the 5090 because DLSS on the 4090 provides all of the performance you require?
And this is why you cannot take whatever Jensen says at face value. Just because he's the CEO of the most valuable company in the world doesn't automatically mean whatever comes out of his mouth is automatically correct.
Hmm. So my first thought may have been correct. DLSS will run a few frames into the future using AI prediction. If the prediction is good enough and the time interval small enough there *shouldn't* be a visible jump from the last predicted frame to the first new computed frame. I did the math a few pages ago on how this might work.This is new..
“When we asked [Jensen Huang] how DLSS 4 multi frame generation works and whether it was still interpolating, Jensen boldly proclaimed that DLSS 4 "predicts the future" rather than "interpolating the past." That drastically changes how it works, what it requires in terms of hardware capabilities, and what we can expect in terms of latency.”
I'm considering it.Some questions for those of you with 4090's.
Are you considering upgrading to the 5090 or another GPU in the near future?
Why or why not?
It seems as though the 4090 can provide quite good frame rates at 4k in pretty much every game available today so I'm wondering what people with 4090's might be considering an upgrade?
I don't know a lot about gaming and GPU requirements so I'm curious to hear from actual owners of these super powerful GPU's.
Hmm. So my first thought may have been correct. DLSS will run a few frames into the future using AI prediction. If the prediction is good enough and the time interval small enough there *shouldn't* be a visible jump from the last predicted frame to the first new computed frame. I did the math a few pages ago on how this might work.
The end point is the next computed frame.Yeah, predicting several future frames without an endpoint would not end well. They have a hard enough time doing one good one between, when the have a start point and an endpoint. They would get ridiculously out of sync on a regular basis rendering multiple predictive frames in a row, without an endpoint. All those resyncs would induce some kind of weird micro-stutter I bet.
Plus that DF hands on 50 series video from before, basically says that the big hit from latency comes from buffering the second frame, and going to 3x and 4x only increase latency a bit more. So it's behaving just like it always has with that big latency hit from turning it on (from the wait to buffer the second frame). If it was predicting future frames, the latency hit would be MUCH smaller, potentially negligible.
Latency increases and possible graphical errors are why I personally won't ever take fake frames into consideration for my purchasing decision. I only care about pure raster and (as a distant 2nd) RT performance, as those are features which work with every game.I don't care what Jensen said. It's not going to work that way. DF hands on, is reporting the same big latency hit when you turn it on for buffering the current frame to interpolate between the current and past, then insert them, then finally release the current frame (quite a bit later).
When third part reviewers get full access, they will show it still has the big latency hit...
This is where I think it's not true. I think DLSS 4 frame gen is strictly frame interpolation, where it's interpolating up to 3 intermediate frames instead of DLSS 3's 1. For the interpolation to work, it needs the before and after frame and the only way to get the after frame is to wait for it to be rendered.The end point is the next computed frame.
I don't care what Jensen said. It's not going to work that way. DF hands on, is reporting the same big latency hit when you turn it on for buffering the current frame to interpolate between the current and past, then insert them, then finally release the current frame (quite a bit later).
When third part reviewers get full access, they will show it still has the big latency hit...
This is where I think it's not true. I think DLSS 4 frame gen is strictly frame interpolation, where it's interpolating up to 3 intermediate frames instead of DLSS 3's 1. For the interpolation to work, it needs the before and after frame and the only way to get the after frame is to wait for it to be rendered.
I drew this up in 5 minutes based on how I think it works. Boxes with numbers are "real" frames. Boxes with "i" are interpolated frames. Interpolation can only be performed after you have the "real" before and after frame.
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