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I mean, is it true, that it save devs time, so they don't have to bake lights, create lightmaps, etc?
Yes. That is true.
I mean, is it true, that it save devs time, so they don't have to bake lights, create lightmaps, etc?
Figured, but thanks for confirmation : )Yes. That is true.
Nah, you were right about 9 tflops. i was wrong.What are you talking about? Where was I wrong?
They obviously cannot.
Amount of bullshit flying here on Gaf about RT is astonishing.
Unless you are indicating that you know the internals of the PS5 SM cores, why are you assuming that the PS5/XSX have the same architecture as Turing? I consider true hardware accelerated raytracing to mean actual physical cores that do nothing but ray intersections. We haven't seen any of the hardware spec pictures showing the next-gen chipsets to make those kinds of claims.
It's in that picture, in the OP.Ehm.... Cerny did not talk about using only global illumination. Who is this RoGuy?? I think he didn't even see the presentation!
He even said he feels optimistic since he saw realtime reflections running in complex scenes with minimum performance impact.
That cutted picture, where the various options for raytracing are listed. But you only saw part of it!It's in that picture, in the OP.
That cutted picture, where the various options for raytracing are listed. But you only saw part of it!
What's your point?Xbox trolls: we have Minecraft with better everything on XBOX. So hardcore. Take that Playstation!
The rest of the world:.... ...... ..... ....... .......what's Minecraft again? ...... ..... ......What is a XBOX?...... ....... Never mind.
So that means, you also get more of that from XSX:
In comparison Turing die (2080Ti to be exact):
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I personally prefer a faster SSD and superior audio, but the Xbox Series X needs to be commended for producing possibly the most powerful gaming console in history.
Yeah well, I did not initially know who I am replying to, lesson learned.You're my favorite troll on this forum. It's so blindingly obvious all of the time yet so many people fall for it![]()
Stop spreading misinformation. RT is done the same way across Nvidia and now AMD. There is no separate raytracing unit, they have fixed ray intersection acceleration logic blocks within each SM (Nvidia) or CU (AMD).Unless you are indicating that you know the internals of the PS5 SM cores, why are you assuming that the PS5/XSX have the same architecture as Turing? I consider true hardware accelerated raytracing to mean actual physical cores that do nothing but ray intersections. We haven't seen any of the hardware spec pictures showing the next-gen chipsets to make those kinds of claims.
Then why is Turing across the whole range of power so big?Stop spreading misinformation. RT is done the same way across Nvidia and now AMD. There is no separate raytracing unit, they have fixed ray intersection acceleration logic blocks within each SM (Nvidia) or CU (AMD).
There is no magic.
We do know that Turing has nothing but the same ray-tri/ray-aabb intersection fixed logic. And also some more caches to support ray coherency hashing.
So far it seems like AMD does exactly that.
All that RT talk was beaten to death in PS3 era. Nothing changed since then.
It all bottlenecks on memory access (which Cerny explicitly mentioned today).
No magical solutions. Sorry.
In the end actual intersections per second are pretty low for 2080Ti level hardware: around 3-3.5bln/sec for synthetic benchmarks.
So for that level of actual performance it's a gimmick... for me at least.
P.S. I really hope that Ampere will do something. But my hopes are not high.
I think I've already said that we need tiled architecture exposed, in APIs, to make a way forward IMHO. But NV is too afraid to open it up.
Stop spreading misinformation. RT is done the same way across Nvidia and now AMD. There is no separate raytracing unit, they have fixed ray intersection acceleration logic blocks within each SM (Nvidia) or CU (AMD).
CUs are constant frequency is not in Sony's case.Its probably closer bound to the overall teraflops as its frequency is likely a multiple or the same as the core clock. So XSX will be ~20% faster.
Understood, but you still didn't tell me you have seen what the RDNA 2.0 chipsets do. I need to read the whitepaper before I reserve judgement - and that's not out yet.
CUs are constant frequency is not in Sony's case.
Could you rephrase your question i don't understand it.Then why is Turing across the whole range of power so big?
Like in transistor count, die size.Could you rephrase your question i don't understand it.
But how long are they going to support the Xbox one with those 1st party games and who are their 1st party developers for this generation? Also what about the much lower powered Lockhart being there throughout?This is shaping up to be a real annihilation from MS. Those 1st party games from MS are going to look absolutely insane as they have more raw power to work with and more RT ability as well. Sony stumbled so badly for next generation, they should have taken their sweet time with PS5.
I personally prefer a faster SSD and superior audio, but the Xbox Series X needs to be commended for producing possibly the most powerful gaming console in history.
They're important but not crucial to a gamer's experience if it's already locked at 60FPS.
If I wanted better graphics and framerates, I would invest in a PC.
Console gaming is more different and unique than just graphics and framerates. There's other factors that comes to play, and lets not forget the controller innovations that come with the PS5 too.
This is just the beginning, but so far, Xbox Series X won the power battle.
It's not going to be at the level of the Tempest Engine though.
Then why is Turing across the whole range of power so big?
No traces of RAYPS5 has no traces.
But how long are they going to support the Xbox one with those 1st party games and who are their 1st party developers for this generation?
Raytracing is a gimmick in its current state, maybe 3-5 years later... when new versions of these consoles come it might have a relevance. Lots of devs won't even use it.
No traces of RAY
No optical out on XSX? Why? The hell
Stop spreading misinformation. RT is done the same way across Nvidia and now AMD. There is no separate raytracing unit, they have fixed ray intersection acceleration logic blocks within each SM (Nvidia) or CU (AMD).
So possible bottleneck againts nVidia?Die size wise turning is bigger because its still on 10nm and AMD is on 7nm.
Transistor wise turning doesn't reuse any part of the GPU for raytracing where as AMD uses the TMU caches as RT caches afaik.
No traces of RAY
No optical out on XSX? Why? The hell
Oh right. Nvidia kind of unified their GPU lines now and they pack a whole bunch of new features compared to older architecture, features that used tio be exclusive to enterprise lines are now part of gaming line of GPUs, while still staying on the same node.Like in transistor count, die size.
We still need a lot more rays/s than what even the 2080Ti can put out in order to have serious ray-tracing and path-tracing.Nah bro, ray tracing is here to stay and will only get more and more use.
Now that we have a base line in consoles devs will be even more enthusiastic about using it, it's gonna get pushed hard in marketing cause it makes such a noticeable difference.
YesDoes it all really matter?
PS5 36 Cus @ 2.2ghz
XBox 1 X 40 Cus @ 1.1ghz
Xbox seres x at 52 CUs @ 1.85ghz
So possible bottleneck againts nVidia?
True, good thinking : )More like a optimisation that kept the CUs small. Having a lot of fixed function units that are idle for 90% of the time isn't good for yields, cost or die size.
Can you point out to me with either an API example of using the "logic blocks" in the Turing GPU? Also, can you point me to the equivalent AMD spec whitepaper?
Does it all really matter?
PS5 36 Cus @ 2.2ghz
XBox 1 X 40 Cus @ 1.1ghz
Xbox seres x at 52 CUs @ 1.85ghz
Stadia is supposedly 10.7 TFops.Put it this way: PS5 is slightly more powerful than Stadia.
Look at Figure.4 you will see that RT core is colocated with Tex cores.
Each 4 TEX cores has one RT core.
According to this patent from AMD http://www.freepatentsonline.com/y2019/0197761.html
The "intersection engine" is colocated with texture cache and fetch units. I.e. exactly the same.
Ray Tracing will not sell a game. It will be either used or not. Well, I don't think it matters. Games will get even more beautiful, hence less believable.Nah bro, ray tracing is here to stay and will only get more and more use.
Now that we have a base line in consoles devs will be even more enthusiastic about using it, it's gonna get pushed hard in marketing cause it makes such a noticeable difference.
And like i said, it is not a separate core that is outside the SM, it is part of the SM aka CU. This is similar to what AMD is doing, they have added new logic blocks which you refer to as "core" within each CU that does nothing but ray intersection acceleration.Here is software based RT vs. hardware based RT taken from Nvidia's own whitepaper
The ray intersection acceleration blocks in this diagram represent "cores" (i.e. physical silicon just like the FP32 and INT32 and Tensor Cores.). I am taking that to mean actual hardware. I'm not talking about CUDA registers (which a GPU has many).
Can you point out to me with either an API example of using the "logic blocks" in the Turing GPU? Also, can you point me to the equivalent AMD spec whitepaper?
You misinterpreted me.OK. That's good enough for me.
However, whatTripolygon said "There is no separate raytracing unit, they have fixed ray intersection acceleration logic blocks within each SM (Nvidia) or CU (AMD)." is a little misleading. There is RT hardware built into the SM. I interpreted his saying of "logic block" to mean no silicon and that's not the case.
And like i said, it is not a separate core that is outside the SM, it is part of the SM aka CU. This is similar to what AMD is doing, they have added new logic blocks which you refer to as "core" within each CU that does nothing but ray intersection acceleration.
Read their patent for it.
Stadia is supposedly 10.7 TFops.
I'm being harsh because you have been repeating the same information that is false, mate.I read it. But I wasn't giving misinformation though. Just because it's a part of the SM doesn't make my definition false. x87 FPU has hardware registers in the x86.. I still count that as special hardware cores (they do have their own separate registers and commands).
Try not to be so harsh with the claims next time mate.
You were under the impression that AMD does not employ fixed function logic block or cores that does nothing but ray intersection acceleration. Hence you keep banging on about true ray tracing. In the presentation given today by Cerny, he literally said that the CU has fixed function blocks that do ray intersection acceleration called the Intersection Engine. And would you look at that, its in the AMD patent.Unless you are indicating that you know the internals of the PS5 SM cores, why are you assuming that the PS5/XSX have the same architecture as Turing? I consider true hardware accelerated raytracing to mean actual physical cores that do nothing but ray intersections. We haven't seen any of the hardware spec pictures showing the next-gen chipsets to make those kinds of claims.