ub4ty
Senior member
- Jun 21, 2017
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good read thanks.
Applogies if it's already been discussed, / taken into account, but the other thing I guess to consider is these GPU's are Power limited as always, and as such, using RT /TS cores to do this , you are taking power budget away from traditional CUDA cores for rasteration.. tldr (I think) you'd be looking at lower clockspeeds when operating in this manor which would imply you could never theoretically achieve same FPS
I'll do you a solid.. Find the Leather jacket man 'gigarays' :
The graphics pipeline on computers and mobile platforms is responsible for real-time rendering. Today’s videos and games typically require a frame rate of 60 frames per second (FPS) or higher [Hoffmann et al. 2006], but an FPS of 30 is a minimum requirement. Meanwhile, a high-end display has a resolution of 2560x1440, or around 3.7M pixels. For each pixel, we shoot 10 rays to minimize aliasing. Then totally we have 37M primary rays. When a ray hits a primitive, multiple reflection and/or refraction rays will be generated. Such second rays will incur newer rays and usually we set a limit on the depth of recursion. For a reasonable rendering quality, a conservative estimation is that a primary generates 10 secondary rays on average. Now the ray count is 370M. For a frame rate of 30, we need a processing throughput of 10G rays per second. The above analysis is just for the ray traversal stage, while the construction stage is also compute intensive. For instance, the construction process needs to sort the primitives according to their coordinates, while a typical scene in today’s graphics applications has over 1 million primitives.
Dat frame eater technology... Those who invested in thousand dollar memesync monitors are going to be on suicide watch. High FPS or Umbra, penumbra and antumbra...
Based Jensen segmenting the unwashed masses from those with refined optical taste.
Break down your (FPS) to later build it back up..
Knock it off with the memes. This is not OT.
esquared
Anandtech Forum Director
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