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

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Well, that has filled my speculation and nonsense quota for today :p 'might', 'appears', 'likely'...really. Nice to dream :D
I don't think you have much understanding of the English language or rhetorical devices, let alone the content of the post ... that you would highlight the lack of absolute certainty tends to suggest you believe in fairy tales - bit like the Brexit threads.
 
I don't think you have much understanding of the English language or rhetorical devices, let alone the content of the post ... that you would highlight the lack of absolute certainty tends to suggest you believe in fairy tales - bit like the Brexit threads.

:D he seems to like quoting my posts but I dont think he absorbs the information quite rightly before posting. :) ;)

Yep, they 'wobbled' Intel so much it caused them to have a record Q4 in 2019 :D

Enjoy your bubble. :) :cool:
 
From sectors AMD does not compete in, or is only just beginning to.

Their desktop business might as well be in ruins by the end of this year.

Also, looking at the details of that DOE supercomputer contract that was announced today with Zen 4 and likely the 5nm shrink of Arcturus, both Intel and NVIDIA might be in for a barren stretch in the very lucrative exascale space. It appears Zen 4 will be an even bigger jump than Zen 2 or Zen 3, given what they're doing with Infinity Fabric.

https://www.anandtech.com/show/15581/el-capitan-supercomputer-detailed-amd-cpus-gpus-2-exaflops

That supercomputer was detailed today and uses AMD CPUs and GPUs.
 
Dont forget the PS5 and XBOX hardware... :rolleyes::p

What's the lifespan of these units like manufactured for the next 5 years? Guaranteed business.
 
No time to read those links, but wondering who is wrong? It is always fun to see D.P. get owned. Not so much with humbug, he gets owned quite often :p:D
would you kindly provide a link to one single instance of me getting owned. Just 1 will do.
 
Read this...

https://www.pcgamesn.com/microsoft-variable-rate-shading-directx-12-nvidia-intel-gpu

DX12 makes it agnostic, its at the API level. its developer input only in the sense of enabling it..


not very good at reading are you. That link backs up exactly what I said, so thank you for proving me right yet again.

VRS requires explicit developer support and if the developer doesn't spend the time in adding support in a game then it isn't used. Which is exactly why it only exists in a few games.

Just admit you were wrong and move on. It takes a bigger man to own up to their ignorance.
 
$600m nice little bonus.

I'd guess that'll be roughly 2/3rds to 1/3rd them to Cray.

Maybe 60:40 or as much as 55:45 if this serves as a major platform development project where Cray can develop a pret a porter solution for Zen 4 and beyond for potential exascale customers.

On that note, it sounds like Zen 4 will see some major changes, which will probably carry through for several generations. That should pretty much confirm that socket and chipset will be different in 2021.
 
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No, you actually have to provide evidence of where I was wrong, not make yet another lie. There are more DX11 games than there are Vulkan games, and more OpenGL ES games on different platforms than Vulkan games.


Using your own links:

https://www.pcgamingwiki.com/wiki/List_of_DirectX_11_games
DX11:1789 games

Vulkan: 74 games,



You might not be very good at maths but 1789 is quite a lot larger than 74. SO that is actually just an example of you getting owned by your own data
 
not very good at reading are you. That link backs up exactly what I said, so thank you for proving me right yet again.

VRS requires explicit developer support and if the developer doesn't spend the time in adding support in a game then it isn't used. Which is exactly why it only exists in a few games.

Just admit you were wrong and move on. It takes a bigger man to own up to their ignorance.

No it doesn't, not in the sense that your thinking of. The whole point is its built into the new API's is to make it hardware agnostic

When Nvidia originally showed off the feature, the motion adaptive and content adaptive shading features of VRS made complete sense, but required the developers to specifically code it into their games. With a DirectX 12-based version, however, we’re more likely to see it actually feature across a broad range of games and game engines. There are multiple levels of hardware support, however, with two different levels, or tiers, of the graphics tech being offered via the DX12 VRS.


Tier 1 hardware support allows developers to choose a per-draw shading rate, where different draw calls can have different shading rates. The example that Microsoft gives in its recent VRS blog post suggests a game dev could choose to have the large environmental gameworld assets, faraway assets, or assets hidden or obscured behind semi-transparencies shaded at a lower shading rate than more detailed assets in a scene.

Turing already supports VRS, so any game that will have VRS added in the future will automatically help Turing and Ampere.
 
No, you actually have to provide evidence of where I was wrong, not make yet another lie. There are more DX11 games than there are Vulkan games, and more OpenGL ES games on different platforms than Vulkan games.


Using your own links:

https://www.pcgamingwiki.com/wiki/List_of_DirectX_11_games
DX11:1789 games

Vulkan: 74 games,



You might not be very good at maths but 1789 is quite a lot larger than 74. SO that is actually just an example of you getting owned by your own data

I guess you not very good answering your own questions. Hint number of games doesn't mean one API is better than the other LOL

1. Dx11 and OpenGL is quite old
2. Vulkan is new

3. How the hell do you expect Vulkan to over take the number of games in its short life? LOL
geez

Your come back to me was OpenGL this
"I was right, Vulkan isn't going anywhere. It is a shame as a modern cross-platform API would interest me but the API is not actually what most developers want so openGL remains superme."

And you know dam well that is completely cow dung.
 
In scene VRS is difficult to demo given that you can't really see how the scene is broken up and rendered at different levels, one thing you can see is how it doesn't render anything that isn't in the screen space, that can be turning away from it or having something obscure the asset.

This is specific code created by the developer / engine and is independent from the API or GPU architecture.

DX12 / Vulkan makes this agnostic, it provides tools that take away the need for specific code, it simply runs at the API level.

VRS in action, watch the Frame Rates, DX11, specific code. also notice the green hue on the White Box wall, that's reflection from the grass, Ray Traced GI.


 
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Some weird folk on here seem to drill into the deep topics but don't spend the time understanding the basic layers.
 
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