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

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OK you live in la-la land :rolleyes:

'it's of my opinion', funny you seem state to most of your nonsense as fact.
If you aren't able to provide any substance of fact to refute the information provided to you it only serves to discredit you and refute your own nonsense.
Come back when you articulate some facts.

Is comparing to an extremely under powered system, streaming from an HDD, a gameplay sequence that (I'm guessing) it wasn't really designed as the final game.
But you forgot the other video showing you how improved bandwidth helps from the low end to high end. Which debunks and refutes your claim. Those are simply examples to help you understand a subject you know little about.
 
If you aren't able to provide any substance of fact to refute the information provided to you it only serves to discredit you and refute your own nonsense.
Come back when you articulate some facts.


But you forgot the other video showing you how improved bandwidth helps from the low end to high end. Which debunks and refutes your claim. Those are simply examples to help you understand a subject you know little about.
The number of edits in your posts that you have just done speaks volumes :rolleyes: 4K8KV2....
 
But you forgot the other video showing you how improved bandwidth helps from the low end to high end. Which debunks and refutes your claim. Those are simply examples to help you understand a subject you know little about.

I guess we can agree to disagree and we'll see when new games will come out as now we can only "battle" in "I'm right 'cause I say so".

PS: https://www.transcend-info.com/Support/FAQ-292 DDR3 1333MHz is capable of 10.6GB/s, so more than the SSD of PS5 while DDR4 3200 can do 25.6GB/s.
https://www.gamersnexus.net/guides/2488-pci-e-3-x8-vs-x16-performance-impact-on-gpus PCI-E 3.0 @ x16 can do 15760MB/s, so still faster than the SSD of the PS5.
So is a problem of streaming, just like it from the SSD of PS5/XSX.

And don't forget, not all games require sudden changes of scenery/assets or "high speed travel".
 
I guess we can agree to disagree and we'll see when new games will come out as now we can only "battle" in "I'm right 'cause I say so".

PS: https://www.transcend-info.com/Support/FAQ-292 DDR3 1333MHz is capable of 10.6GB/s, so more than the SSD of PS5 while DDR4 3200 can do 25.6GB/s.
https://www.gamersnexus.net/guides/2488-pci-e-3-x8-vs-x16-performance-impact-on-gpus PCI-E 3.0 @ x16 can do 15760MB/s, so still faster than the SSD of the PS5.
So is a problem of streaming, just like it from the SSD of PS5/XSX.

And don't forget, not all games require sudden changes of scenery/assets or "high speed travel".

You know that hitching that doesn't exist in R&C Digital Foundry just said they notice hitching, but they must be wrong???... :p
 
https://youtu.be/v1SRHrCa4XQ?t=1655

It appears to have dedicated hardware.

"Using the same strategy as AMD's upcoming GPU's"

Well.... i'm probably wrong then... however.... The dude in that video commenting on it is.. while not wrong also not accurate, its not the same as Nvidia's RTX, Nvidia use a dedicated cluster of RT cores, What AMD are doing is adding an instruction set to their shaders and utilizing idle shaders to do the Ray Tracing.

That is really interesting, all of the shaders are never ever in use, there are always idle shaders. Switching RT and shading without losing shader performance is the really clever bit here, they must be using some sort of queuing and AI engine to achieve it.... Fascinating.
 
I guess we can agree to disagree and we'll see when new games will come out as now we can only "battle" in "I'm right 'cause I say so".

PS: https://www.transcend-info.com/Support/FAQ-292 DDR3 1333MHz is capable of 10.6GB/s, so more than the SSD of PS5 while DDR4 3200 can do 25.6GB/s.
https://www.gamersnexus.net/guides/2488-pci-e-3-x8-vs-x16-performance-impact-on-gpus PCI-E 3.0 @ x16 can do 15760MB/s, so still faster than the SSD of the PS5.
So is a problem of streaming, just like it from the SSD of PS5/XSX.

And don't forget, not all games require sudden changes of scenery/assets or "high speed travel".

Raw transfer numbers have little meaning here. You have to look at the entire chain and how it is/can be addressed for needed data. There are bottlenecks along the way, one of which is the CPU. The design of the PS5 is supposed to fix this issue using a custom controller. How effective this is in real life is of course something we will have to see but a lot of big names in the industry seem to think it's a move in the right direction. I'll admit, my knowledge on the subject is limited and by no means am I an expert, but the data I've seen on the subject from various sources makes good sense to me. Tim Sweeney among others seems to be fond of this solution. :) I leave in peace.
 
You know that hitching that doesn't exist in R&C Digital Foundry just said they notice hitching, but they must be wrong???... :p

I'm not up to speed with what you're taking about :D. Could you share a link?

"Using the same strategy as AMD's upcoming GPU's"

Well.... i'm probably wrong then... however.... The dude in that video commenting on it is.. while not wrong also not accurate, its not the same as Nvidia's RTX, Nvidia use a dedicated cluster of RT cores, What AMD are doing is adding an instruction set to their shaders and utilizing idle shaders to do the Ray Tracing.

That is really interesting, all of the shaders are never ever in use, there are always idle shaders. Switching RT and shading without losing shader performance is the really clever bit here, they must be using some sort of queuing and AI engine to achieve it.... Fascinating.

If all shaders are never ever in use, than the dream of "more power while not using RT" is just that, a dream, and it could be that using RT will tax too much performance. :p

Raw transfer numbers have little meaning here. You have to look at the entire chain and how it is/can be addressed for needed data. There are bottlenecks along the way, one of which is the CPU. The design of the PS5 is supposed to fix this issue using a custom controller. How effective this is in real life is of course something we will have to see but a lot of big names in the industry seem to think it's a move in the right direction. I'll admit, my knowledge on the subject is limited and by no means am I an expert, but the data I've seen on the subject from various sources makes good sense to me. Tim Sweeney among others seems to be fond of this solution. :) I leave in peace.

Agree. Right now, from everything they've shown in terms of games, I can't see a single one that would stand out for that tech - the speed of the SSD, and it feels more like "hey, he have something over the competition".

While I'm all in for a fast storage solution, stuff such as AI and physics (plus rendering of that huge data you move around), is still done by the CPU and GPU. Having those more beefed up, to me, seems something more important as it contributes directly to gameplay in a more significant way. A lot of games feel empty and devoided of life not because of today's graphics (especially with mods), but due to limited AI, physics and animations.
 
I guess we can agree to disagree and we'll see when new games will come out as now we can only "battle" in "I'm right 'cause I say so".

PS: https://www.transcend-info.com/Support/FAQ-292 DDR3 1333MHz is capable of 10.6GB/s, so more than the SSD of PS5 while DDR4 3200 can do 25.6GB/s.
https://www.gamersnexus.net/guides/2488-pci-e-3-x8-vs-x16-performance-impact-on-gpus PCI-E 3.0 @ x16 can do 15760MB/s, so still faster than the SSD of the PS5.
So is a problem of streaming, just like it from the SSD of PS5/XSX.

And don't forget, not all games require sudden changes of scenery/assets or "high speed travel".

You should watch this video
Then go watch the Cerny presentation.
 
"Using the same strategy as AMD's upcoming GPU's"

Well.... i'm probably wrong then... however.... The dude in that video commenting on it is.. while not wrong also not accurate, its not the same as Nvidia's RTX, Nvidia use a dedicated cluster of RT cores, What AMD are doing is adding an instruction set to their shaders and utilizing idle shaders to do the Ray Tracing.

That is really interesting, all of the shaders are never ever in use, there are always idle shaders. Switching RT and shading without losing shader performance is the really clever bit here, they must be using some sort of queuing and AI engine to achieve it.... Fascinating.
Cerny states that (27:45)
The CU's contain a new specialised unit called the intersection engine
I think it is fair to state that it is dedicated hardware for raytracing in RDNA2
 
Cerny states that (27:45)

I think it is fair to state that it is dedicated hardware for raytracing in RDNA2

Its standard shaders with added instructions. Intersection Engine is what they call the system which control what Shaders do what.
 
Its standard shaders with added instructions. Intersection Engine is what they call the system which control what Shaders do what.
https://www.techpowerup.com/256975/amd-patent-shines-raytraced-light-on-post-navi-plans

Just found this link that details it. They are taking the hybrid approach. Some of it is done on dedicated hardware units and some of it is done by repurposing the Textur unit.

Few questions from this are which will be the most efficient implementation between them and Nvidia.

It mentions AMD solution is simpler does that mean easier for developers to implement?
 
You know that hitching that doesn't exist in R&C Digital Foundry just said they notice hitching, but they must be wrong???... :p
Yes, they did say that. However, that was not the final build of the game. And did note it should be address by the time the game officially released. :D

The point is the amount of data streamed which is unprecedented. Which is similar to the UE demo a few weeks ago. Which brings us back to my initial post...that's the direction that consoles are going...bandwidth sensitive games.

Anyone recall the rumor that the next Grand Theft Auto game will be twice the size? That was the whole point of why I shared this video. I though someone would catch that.



That's what we are dealing with when the game isn't optimized for next gen console bandwidth. What do you think will happen once it is? If they are also including ray tracing (rumored) a fast GPU alone won't be enough to render large environments like that with traditional PC methods. That is why I believe we would be on the receiving end of hitching and stuttering when it comes to larger open world/sandbox games (which are coming btw).
 
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https://www.techpowerup.com/256975/amd-patent-shines-raytraced-light-on-post-navi-plans

Just found this link that details it. They are taking the hybrid approach. Some of it is done on dedicated hardware units and some of it is done by repurposing the Textur unit.

Few questions from this are which will be the most efficient implementation between them and Nvidia.

It mentions AMD solution is simpler does that mean easier for developers to implement?

Thx i'll read that later :)
 
You should watch this video
Then go watch the Cerny presentation.

Saw them.

Anyone recall the rumor that the next Grand Theft Auto game will be twice the size? That was the whole point of why I shared this video. I though someone would catch that.

Size alone isn't relevant, there are already games that are far grater than GTA5 in terms of game world size https://gamehypermart.com/blog/top-10-biggest-open-worlds-ever

Altis from ArmA 3 is significantly bigger

https://external-preview.redd.it/oX...bp&s=47263943f3a3886880072c4d27c6b3906c11cebe
 
I guess we can agree to disagree and we'll see when new games will come out as now we can only "battle" in "I'm right 'cause I say so".

PS: https://www.transcend-info.com/Support/FAQ-292 DDR3 1333MHz is capable of 10.6GB/s, so more than the SSD of PS5 while DDR4 3200 can do 25.6GB/s.
https://www.gamersnexus.net/guides/2488-pci-e-3-x8-vs-x16-performance-impact-on-gpus PCI-E 3.0 @ x16 can do 15760MB/s, so still faster than the SSD of the PS5.
So is a problem of streaming, just like it from the SSD of PS5/XSX.

And don't forget, not all games require sudden changes of scenery/assets or "high speed travel".
The consoles, not just the ssd can do between 10-12 Teraflops. Yes, yes, depending on load and how it uses the console. But the typical bandwidth being used is in teraflops not gigabytes.
 
So we agree that I'm talking about process speed. In which you tried to compare transfer speed of the PC to console's processing speed. That is my apple to your orange.
I compared the transfer speed of RAM and PCI-E, because that's what they do, they transfer data, they don't process it.

GPUs and CPU process data.

Consoles SSD are not fast enough so you can transfer data just as easy as you would transfer from RAM (which even the older DDR 3 or DDR2 can be faster and when it comes to XSX even DDR 1 says hi, btw: DDR 400:3.2 GB/s). Both consoles use RAM for vRAM + system RAM - OS, games. So by this I mean you can still transfer data from an ordinary SSD into system RAM and vRAM on PC, which both (RAM and PCI-E) are faster than consoles do just from the SSD to the memory pool, ergo, while you'll probably need more (v)RAM on PC (but that has always been the case), is still doable.

PCs already have faster CPUs and GPUs than what consoles would have (if you want to speak in terms of processing power), RAM is plenty, SSDs are fast enough - compared to XSX. Multiplatform games will have no issue running on a PC since they need to run on Xbox anyway.

Sure, PS5 has hardware dedicated to unpack that data faster for processing, so in some terms would be faster for a while at least. But until now I haven't seen anything "wow" to actually "prove" that it can only be done on PS5 and is ... well, "wow". Some exclusive title sometimes in the future... sure, why not?
 
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