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AMD Navi 23 ‘NVIDIA Killer’ GPU Rumored to Support Hardware Ray Tracing, Coming Next Year

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For example if the rumor is true that ampere requires PCIe4.0 and they have Intel, that would require a whole new PC upgrade far beyond $599.

It will be backwards compatible - just you might not get full performance on the higher end SKUs without it. nVidia isn't just going to release a whole new line up that doesn't work on older systems!
 
It will be backwards compatible - just you might not get full performance on the higher end SKUs without it. nVidia isn't just going to release a whole new line up that doesn't work on older systems!
They are going to be at a disadvantage trying to buy at next gen gpu without a better chipset/cpu to back it up as a whole to even reach parity on console.
2 sentences after that refutes your claim. And, I don't agree that you should pay for a gpu that isn't properly supported with your current ecosystem. It's simply wasteful spending just to say
"I has a card..."
 
2 sentences after that refutes your claim. And, I don't agree that you should pay for a gpu that isn't properly supported with your current ecosystem. It's simply wasteful spending just to say
"I has a card..."

Eh? people would have to be on a very old platform to be stuck with only 4c/4t Intel CPUs.
 
You may get answers to the cache question when the full presentation is done. From the eurogamer tear down from a few months back they've stated that there is 76mb of Sram across the entire SoC.

202008180219321_575px.jpg

@Davedree According to this slide they have 5mb of L2 cache. No mention of the size of L1.


According to this slide, would i be right in saying that for RDNA 2 they have 8 L2 caches per shader engine? Or is 4 L2 caches per memory controller?

Excellent find there ;), I'm going to guess and say L1 is still 512k.
For Rdna NAVI 10 it's 4x256KB L2 caches per memory controller, so it's 1 meg of globally shared L2 per memory controller and it does it by a configurable Slice (64-512kb).
I'll admit i'm a bit stumped by the interleaving with the 10gb/6gb split on the Xbox, but if i'm correct for Rdna2 the xbox has 5 memory controllers then that checks out with the 5meg l2.
 
Actually it doesn't if that's the case. Remember, on consoles they are guaranteed those games. Not so much on PC, let alone a video card.
For example if the rumor is true that ampere requires PCIe4.0 and they have Intel, that would require a whole new PC upgrade far beyond $599.
The other example are those who are still on Intel as a whole who are using 4c/4t cpus. They are going to be at a disadvantage trying to buy at next gen gpu without a better chipset/cpu to back it up as a whole to even reach parity on console.

So on PC, at the very least, it won't be as simple as just buying a gpu. It will depend on what PC ecosystem you currently have.

The Ampere pcie4 applies to the top of the range cards like the Titan and 3090 not mid range. And yes we are ignoring other parts of the pc and just comparing GPu price to console.

And you can bet AMD will probably also benefit from pcie4 on its 6900xt
 
Nope, it's about the shiny.

You can do all kinds of things with RTX when it comes to reflections, etc.

Now this suffers from all the issues of running it on a 25 year old engine geometry wise and I'm just reusing assets from Quake 2 - none of the textures, etc. are created for this scene - but there are so many different reflection, etc. options:

sDFEdX8.jpg


(I'm just messing about here so the lighting doesn't make much sense, the mirror I've set to resemble something closer to a glossy glass front TV, and with a low framerate on my 1070 there are some noise issues that don't exist on a 2000 series GPU).

With high polygon count meshes, etc. (view it at 40% scale or so it gives some idea) that would blow any current game out the water visually and it will run at 60+FPS 1080p on a 2080ti and with the right media assets and more artistic ability than I have it can easily do any of those example scenes your posted in real time.
 
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No offense but I have to say that the above looks a bit dire, why are the walls/ceilings reflective, everything seems to have a "high gloss" finish which just isn't realistic. What's going on with those units behind the gun, why has everything got a kinda rolled leather/shiny texture.

Maybe it look better in motion rather than a static shot, whenever I see a RTX image I always think it just looks massive overdone/fake, things are just too shiny/reflective and just look wrong.
 
No offense but I have to say that the above looks a bit dire, why are the walls/ceilings reflective, everything seems to have a "high gloss" finish which just isn't realistic. What's going on with those units behind the gun, why has everything got a kinda rolled leather/shiny texture.

Maybe it look better in motion rather than a static shot, whenever I see a RTX image I always think it just looks massive overdone/fake, things are just too shiny/reflective and just look wrong.

I'm having to use (or misuse) the stock material/texture assets in Quake 2 RTX and that is what is available - they are more designed for industrial settings. (I don't currently have an export pipeline setup to produce materials for the RTX version).

As above I'm no artist or trying to produce something accurate just trying to demonstrate the concept with the tools I have available to me.

EDIT: Also time of day and other lighting settings are partly over doing that - I was trying to show off the way some surfaces will capture indirect light, etc. in a static screenshot - again with a 1070 I'm a bit limited in terms of capturing video footage which would show it off at more subtle levels - at 7-10 FPS it tends to be a bit noisy.
 
No offense but I have to say that the above looks a bit dire, why are the walls/ceilings reflective, everything seems to have a "high gloss" finish which just isn't realistic. What's going on with those units behind the gun, why has everything got a kinda rolled leather/shiny texture.

Maybe it look better in motion rather than a static shot, whenever I see a RTX image I always think it just looks massive overdone/fake, things are just too shiny/reflective and just look wrong.
It's because he is still using Windows 7 ;)
 
No offense but I have to say that the above looks a bit dire, why are the walls/ceilings reflective, everything seems to have a "high gloss" finish which just isn't realistic. What's going on with those units behind the gun, why has everything got a kinda rolled leather/shiny texture.

Maybe it look better in motion rather than a static shot, whenever I see a RTX image I always think it just looks massive overdone/fake, things are just too shiny/reflective and just look wrong.

Its the low polys and lo-res textures/mapping, its the lighting that's impressive.
 
You can do all kinds of things with RTX when it comes to reflections, etc.

Now this suffers from all the issues of running it on a 25 year old engine geometry wise and I'm just reusing assets from Quake 2 - none of the textures, etc. are created for this scene - but there are so many different reflection, etc. options:

sDFEdX8.jpg


(I'm just messing about here so the lighting doesn't make much sense, the mirror I've set to resemble something closer to a glossy glass front TV, and with a low framerate on my 1070 there are some noise issues that don't exist on a 2000 series GPU).

With high polygon count meshes, etc. (view it at 40% scale or so it gives some idea) that would blow any current game out the water visually and it will run at 60+FPS 1080p on a 2080ti and with the right media assets and more artistic ability than I have it can easily do any of those example scenes your posted in real time.

This is a very good use of Ray Tracing, particularly the Global Illumination is perfect.... good job, it look much better than a lot of RTX branded games, its certainly a much more intelligent use of it.
 
I am hoping that AMD have something that will compete. Not much in the form of rumors and I understand consoles are their main focus but hopefully not a bodge it and leg it GPU release like the last one.
 
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