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NVIDIA ‘Ampere’ 8nm Graphics Cards

I don't know, presumably they would usually do a launch event at some big conference or trade show, but probably not this year!

Rumors are most of the big players (AMD/Intel/Nvidia/MSI) are pulling out of computex show in september and will just have their own web shows, so in that regard they won't need to wait to make new product announcements.
 
It is telling how many judge RT purely on the basis of some static screenshots. I can understand being critical of the current implementations but it goes far beyond that -despite some claiming otherwise. I bet the story would quickly change if AMD could do it and/or if they were doing it faster than nVidia.
 
Jesus guys, do you judge the entirety of RT based on a poor example and implementation in a game or screenshot? Anyone with half a brain knows that it's early days yet and developers a) aren't used to it and b) haven't had the performance to use and implement it properly. People have been moaning about every new graphics feature since the 90's until it became mainstream. It was similar when AA was introduced and performance was terrible for a couple of generations, but you're probably mostly all too young to remember that. :D


Unlike AA which fixed an end-user visual problem, ray tracing fixes a "problem" that end-users have largely been able to ignore because software developers have been faking it for years. (and they're pretty good at it too)
 
Jesus guys, do you judge the entirety of RT based on a poor example and implementation in a game or screenshot? Anyone with half a brain knows that it's early days yet and developers a) aren't used to it and b) haven't had the performance to use and implement it properly.

I don’t disagree, funnily enough Jensen didn’t phrase it quite like that at the release of Turing...
 
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RT performace is gonna be better by 4x? Hmmm

qivZDdq.jpg
classy, using a screenshot from a YT video of a experiential mode of a demo of a unreleased game where all RT effects where switched/forced on even ones from the base Unreal engine the developer did not intend to be switched on.

At least link to the digital foundry video to give it context

https://youtu.be/RNRp9Y33xWE
 
Unlike AA which fixed an end-user visual problem, ray tracing fixes a "problem" that end-users have largely been able to ignore because software developers have been faking it for years. (and they're pretty good at it too)

No amount of faking compares to what ray tracing can bring to the table when done properly - when you have actual real time rendering of reflected diffuse lighting off surfaces, etc. it takes things to another level and you will see just how shallow and fake direct lighting even with faked up GI, etc. really is.
 
No amount of faking compares to what ray tracing can bring to the table when done properly - when you have actual real time rendering of reflected diffuse lighting off surfaces, etc. it takes things to another level and you will see just how shallow and fake direct lighting even with faked up GI, etc. really is.

Once the technology works well without costing too much in money and performance, fine. (And next gen GPU's might get us there)

Until then, I'm happy with my titles lighting now.
 
No amount of faking compares to what ray tracing can bring to the table when done properly - when you have actual real time rendering of reflected diffuse lighting off surfaces, etc. it takes things to another level and you will see just how shallow and fake direct lighting even with faked up GI, etc. really is.
Isn't real time ray tracing (in games) firing off a handle full of rays and then faking the rest to remove the noise?
 
Isn't real time ray tracing (in games) firing off a handle full of rays and then faking the rest to remove the noise?

The implementation of path tracing as in Quake 2, etc. use a relatively limited amount of rays and various temporal and denoising filters yes - the end results of the latest incarnations are impressive when you compare the filtered results to the raw samples to say the least but all techniques in the game/demo use that - there isn't a mix of traditional and ray traced techniques.

Games like Control that currently have a "ray tracing" implementation or reshade injection are largely faking it up with limited use of path tracing (or other forms of ray tracing) for specific features.
 
Unlike AA which fixed an end-user visual problem, ray tracing fixes a "problem" that end-users have largely been able to ignore because software developers have been faking it for years. (and they're pretty good at it too)
It's the same broad principle... lots of criticising of the technology based on the early rough edges without putting too much thought into what it will soon be.
 
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It's the same broad principle... lots of criticising of the technology based on the early rough edges without putting too much thought into what it will soon be.

My point is that jaggies were annoying. The methods used to fake lighting are generally not annoying.

jaggies were a problem. Fake lighting is not the same sort of "problem".
 
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