igor_kavinski
Lifer
- Jul 27, 2020
- 28,173
- 19,209
- 146
doesn't matter for NV, they need to tell the hamsters, Path Tracing is superiorIt's a long way from perfect.
"Rendering
- Added support for NVIDIA DLSS4. Deep Learning Super Sampling is a revolutionary suite of neural rendering technologies that uses AI to boost FPS, reduce latency, and improve image quality.
- Added support for PlayStation® Spectral Super Resolution (PSSR), improving image clarity using AI-enhanced resolution, for ultra-high definition and incredible detail.
- Added support for Intel Xe Super Sampling (XeSS) 2, which uses machine learning to deliver higher performance with exceptional image quality."
Didn't you get a copy of the talking points? "We" only raise hell when Nvidia is the "victim".No FSR though...must be a conspiracy.
For BF6 it makes sense but for single player story driven games give me RTRT. RDNA4 is good enough on the AMD side but what I don't like it being forced like Indy.We need more developers to take a similar stance, at least until common gaming hardware can handle RT at higher framerates. Right now there's too much reliance on frame generation.
That's kinda the issue, it won't.at least until common gaming hardware can handle RT at higher framerates
Im trying to understand how hardware companies and game devs will square the circle of pushing heavy raytracing while also going hard on handhelds like Switch 2, PS6 portable, Xbox Ally etc. All the advantages of "easy lighting work" that path tracing is supposed to provide on the dev side is pointless is they need to make handheld capable versions of the game with a raster/hybrid RT fallback. Maybe that's what AMD GI 1.0 is supposed to solve. I think even in the medium-term future, PT is just going to be Ultra+ graphics option rather than a genuine replacement for raster for the majority of gamers.
Nvidia kept the same process between Ada and Blackwell while increasing bandwidth by 50% thanks to GDDR7. They were definitely counting on much better voltage-per-clock curves than the ones they ended up with, like a Kepler -> Maxwell transition.And I don't understand why no one talks about how much nvidias RT performance has stagnated, when normalized for raster. A 3080 performs very similar to a 4070 in RT and PT. A 4080 performs very similar, and sometimes even better, than a 5070 Ti. They're basically relying on more cores/more power to push RT rather than actually improving the real-world RT performance of their GPUs. Its been seven years since the RTX meme started and, normalized for raster, its crazy how little the RTX 50 series has improved in RT compared to the RTX 20 series. Despite all their rhetoric, nvidia doesn't seem to want to allocate more transistor budget for RT, and thereby fall behind in raster compared to AMD.
Basic idea of a new patent:And since we ran out of xtor cost scaling, good luck putting enough shader cores in mainstream to make RTRT at least acceptable perf.
Especially after playing Alyx, I honestly feel we'd all be having much more immersive and satisfying experiences had we focused on rasterization over raytracing for great Virtual Reality experiences as well as handhelds.
Is that the site that runs the memory without XMP/EXPO?I find these GameGPU graphs always confusing. What's different in the settings since both graphs don't seem to indicate anything other than having the same settings?
EDIT: Oh, I see it now. Just using an underline to highlight the setting used![]()
Is that the site that runs the memory without XMP/EXPO?
And I hated them for it. I suspect it was more laziness to avoid the extra testing of running every test again at higher RAM speeds. When computerbase.de was already doing it, they had no good reason to do it other than to irk people. If they wanted to be extra anal, they should've reviewed ONLY office desktops from Dell, HP and Lenovo since those would run JEDEC speeds and not expensive Taiwanese mobos capable of so much more.AT did run memory at JEDEC though.
Looks like Epic is doing more damage control about UE5 after the recent spate of optimization debacles. First Sweeney himself blaming developers, and now theyre shilling a future game having no stuttering (apparently a great achievement). And of course they have Digifoundry as the "trusted" mouthpiece to deliver this news.![]()
Silent Hill F Will Escape Unreal Engine 5 Stuttering Issues With Hauntingly Smooth Performance
Silent Hill F is set to be an excellent showcase of the clean image quality and stable performance the Unreal Engine 5 can deliver with good workwccftech.com
That is equal parts ironic as it is hilariousnow theyre shilling a future game having no stuttering (apparently a great achievement).
