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

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if i were the marketing guy, i would be somewhat concerned about positioning the product..
how to go abt overplaying strengths and leveraging weaknesses?
either that or theres something big we dont know about Big Navi
is there any possibility of atleast 1 amd optimised RT game releasing before/at 28th oct for benchmarking purposes?

Would laugh my socks off if Cyberpunk is optimised for AMD RT and the Big Navis beats the 3090 into the ground.
 
I'll be surprised if it is slower than the 2080ti - worst case between 2080S and 2080ti - but still I don't want to see AMD aiming at "hybrid" or heavily constrained ray tracing which doesn't dramatically do better than what we have now given what ray tracing can bring to the table especially if you have the performance budget to collect reflected light from 1-2 bounces, etc. which is where it really starts to shine.

IMO Nvidia go completely overkill with RT, much like with Tesselation and PhysX its cranked up to such a degree you need the horsepower to run it, it sells hardware.

If you're not using it in a Black Box SDK there are endless option to optimize the feature without a noticeable loss in Image Quality.

Crytek have already proven this with their own agnostic implementation.

DEPDB5D.png


 
Would laugh my socks off if Cyberpunk is optimised for AMD RT and the Big Navis beats the 3090 into the ground.
I am VERY curious about not just Cyberpunk but RT in general going forward. Because AMD are in both consoles, games will be optimised for those first, then PC second....I don't understand the hardware enough to know better but it makes me think that many games could favour AMD in general going forward.
 
I am VERY curious about not just Cyberpunk but RT in general going forward. Because AMD are in both consoles, games will be optimised for those first, then PC second....I don't understand the hardware enough to know better but it makes me think that many games could favour AMD in general going forward.

I'm not a fan of the approach we've seen so far with AMD, but hopeful that isn't what we will see with this generation of Navi, etc. hybrid approaches ultimately are short sighted and can't bring the same level of quality and features a proper path tracing implementation can do and ultimately it is one foot in the past and holding back real progress with results which might look flashy at first but when you drill it down has many of the limitations of older techniques in that you need to very heavily optimise what is and isn't being processed as part of ray tracing, need to use work arounds and limiting data structures, etc. to make things work in real time and so on.
 
IMO Nvidia go completely overkill with RT, much like with Tesselation and PhysX its cranked up to such a degree you need the horsepower to run it, it sells hardware.

If you're not using it in a Black Box SDK there are endless option to optimize the feature without a noticeable loss in Image Quality.

Crytek have already proven this with their own agnostic implementation.

DEPDB5D.png



Yea Nvidia dont like to give people options if they can void it.

AMD owning the console market, RT with big navis looks good for gamers to have options finally
 
Yea Nvidia dont like to give people options if they can void it.

AMD owning the console market, RT with big navis looks good for gamers to have options finally

With it being in consoles it will now become mainstream and any card 5600XT level or higher will be able to run it at 60Hz 1080P no problem, because they will use DX12 Ultimate and it will be properly optimized.
 
Look..... i ran Nvidia's RTX demos both on the (Edit: 1070) and on the RTX 2070 Super, for the reflections and Global illumination you're getting there, which is not a lot, nothing i couldn't replicate in Cryengine right now..... the Frame Rates are insanely low, its ridiculous, and the RTX games are little better.

RT is not so much a matter of horsepower, modern GPU's have that horsepower, its a matter of doing it properly, its a matter of not running 8 bounces off every pixel at a distance of 50 yards where 2 bounces at half res, quarter pixels from that distance will look exactly the same.

RT will be mainstream and perfectly usable once Nvidia no longer have the monopoly on it.

Oh, and not every surface is shiny. not in the real world.
 
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With it being in consoles it will now become mainstream and any card 5600XT level or higher will be able to run it at 60Hz 1080P no problem, because they will use DX12 Ultimate and it will be properly optimized.

What?

RT is not so much a matter of horsepower.

What??

RT will be mainstream and perfectly usable once Nvidia no longer have the monopoly on it.

What???

Oh, and not every surface is shiny. not in the real world.

Did you see AMD's Ray Tracing demo??
 
With it being in consoles it will now become mainstream and any card 5600XT level or higher will be able to run it at 60Hz 1080P no problem, because they will use DX12 Ultimate and it will be properly optimized.

Check if someone put a cross outside your living quarters then and put it on fire...


Look..... i ran Nvidia's RTX demos both on the (Edit: 1070) and on the RTX 2070 Super, for the reflections and Global illumination you're getting there, which is not a lot, nothing i couldn't replicate in Cryengine right now..... the Frame Rates are insanely low, its ridiculous, and the RTX games are little better.

RT is not so much a matter of horsepower, modern GPU's have that horsepower, its a matter of doing it properly, its a matter of not running 8 bounces off every pixel at a distance of 50 yards where 2 bounces at half res, quarter pixels from that distance will look exactly the same.

RT will be mainstream and perfectly usable once Nvidia no longer have the monopoly on it.

Oh, and not every surface is shiny. not in the real world.

RT are as anything a task the programmers have to learn to optimize for, consoles are a good way to do that with a isolated environment so they can run when it make sense to add RT due to visually you dont watch all the shiny anyhow when you game unless it either drop your fps to much and then you turn it off or it interfere with your game what you see and experience.
You can however remove a lot of stuff when you RT as brains fills in what should be there anyway.

Its difficult to do when so few games are adding RT the last 2 years and the hardware isn't strong enough to run it.

Big Navis and console amd hardware is changing the game development
 
and the hardware isn't strong enough to run it.

One of the big problems is having to accommodate hardware that can't do it at all - something like Quake 2 where they can strip out pretty much any reliance on DX11 or 12, etc. features to make the game look good without ray tracing is far more feature rich at the same performance level as games that are trying to mix in both techniques with token RT features that don't interfere if you have to turn them off. To accommodate both non-RT and/or hybrid and a full path traced renderer for the same game would require significant developer time to support both branches sadly.
 
Check if someone put a cross outside your living quarters then and put it on fire...




RT are as anything a task the programmers have to learn to optimize for, consoles are a good way to do that with a isolated environment so they can run when it make sense to add RT due to visually you dont watch all the shiny anyhow when you game unless it either drop your fps to much and then you turn it off or it interfere with your game what you see and experience.
You can however remove a lot of stuff when you RT as brains fills in what should be there anyway.

Its difficult to do when so few games are adding RT the last 2 years and the hardware isn't strong enough to run it.

Big Navis and console amd hardware is changing the game development


There are various strategies that can be deployed to reduce the overhead (rays doing nothing). AMDs approach is extremely flexible (traversals controlled by shaders) and that's where i believe big navi has an upper hand despite being weaker synthetically. I could think of 2 optimisations while writing this post:
  • label bounding volumes.. on whether they contain reflective surfaces.. so that the primary ray query ignores these boxes while testing for reflection.. for games that allow only RT reflections option
  • index bounding volumes with minimum distance from camera, if the max ray threshold is less than the indexed distance you can skip the volume without testing
Ampere, on the other hand seems to be too rigid with RT acceleration.
Maybe amd will be able to spring a surprise, who knows?
 
Ampere, on the other hand seems to be too rigid with RT acceleration.

A lot of this is being addressed in software while using the hardware to get the meat done - instead of just handing everything off to hardware the approach is now to optimise at software level first far more than initially was done - Quake 2 RTX had a later update, after the initial hype had worn off, that significantly increased the performance and recursive depth allowed for certain types of material/surface, etc.

Once you break the back of the main performance wall it seems there is a lot of things you can do in software especially with refinements to the denoiser.
 
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