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shrike82 posted:They're going to kill it with iGPUs on their laptops given how lovely current solutions are. Do people actually use laptop GPUs for anything other than games, which mac already doesn't have, and is going to have even less of in the future?
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# ? Jun 24, 2020 01:13 |
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# ? May 30, 2024 19:05 |
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TOOT BOOT posted:Do people actually use laptop GPUs for anything other than games, which mac already doesn't have, and is going to have even less of in the future? CG artists and scientists use them with mobile workstation laptops, not for terribly heavy work- you still need beefier desktops and server farms- but for smaller tasks that can be worked on while traveling.
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# ? Jun 24, 2020 01:16 |
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sean10mm posted:Control on my current non-RTX GPU can't even run the normal reflection effects without glitches, but looks rad even with them turned off. I'd love to see it on RTX hardware. Control almost seems like it was designed specifically to show off the various ray tracing effects.
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# ? Jun 24, 2020 01:32 |
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What’s the best iGPU for script writing? Whoops wrong thread Shaocaholica fucked around with this message at 02:14 on Jun 24, 2020 |
# ? Jun 24, 2020 01:50 |
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pyrotek posted:Control almost seems like it was designed specifically to show off the various ray tracing effects. The art direction definitely had fancy reflections in mind, even on consoles they have unusually good reflections. Their SSR fallback is some kind of rough approximate raytrace (voxel cone tracing?) that aligns correctly with the scene unlike the usual janky cubemaps. Swapping that technique out for accurate and dynamic RT reflections is just the icing on the cake.
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# ? Jun 24, 2020 01:59 |
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TOOT BOOT posted:Do people actually use laptop GPUs for anything other than games, which mac already doesn't have, and is going to have even less of in the future? img timeline?
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# ? Jun 24, 2020 02:54 |
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being able to offload video/photo/audio processing to an apple igpu would be big for ML, they've been pushing their own API/custom silicon for inferencing on their mobile devices. being able to develop natively on their PC hardware would be big too
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# ? Jun 24, 2020 05:08 |
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Does Apple have their own GPUs yet? I thought they were still grappling with having Imagination bought out from underneath them by the Chinese government?
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# ? Jun 24, 2020 05:16 |
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SwissArmyDruid posted:Does Apple have their own GPUs yet? I thought they were still grappling with having Imagination bought out from underneath them by the Chinese government? The 'bionic' chips that started in the 8/X have their own GPU. Their first one was allegedly a 30% improvement over the last PowerVR they used.
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# ? Jun 24, 2020 05:34 |
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SwissArmyDruid posted:Does Apple have their own GPUs yet? I thought they were still grappling with having Imagination bought out from underneath them by the Chinese government? Apple's "in house" GPUs were so obviously "influenced" by Imagination's patents that they have decided to license basically everything Imagination offers on a gigantic, multi year deal instead of lose that court case. So Apple basically has access to the full PowerVR designs (including AR and ray tracing tech) and their own stuff too. (the first part of that answer is speculative of course, the rest regarding the license is confirmed and PR announced)
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# ? Jun 24, 2020 05:40 |
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So for someone who has gotten lazy over the past 16 years and relies on SA for 99% of their tech related news/info... what other sites/forums you guys like?
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# ? Jun 24, 2020 13:46 |
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Enos Cabell posted:So for someone who has gotten lazy over the past 16 years and relies on SA for 99% of their tech related news/info... what other sites/forums you guys like? https://www.gamersnexus.net/ is my main one lately.
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# ? Jun 24, 2020 14:01 |
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Enos Cabell posted:So for someone who has gotten lazy over the past 16 years and relies on SA for 99% of their tech related news/info... what other sites/forums you guys like? comedy answer: AdoredTV serious answer: Gamers Nexus is probably the best one I've found that doesn't fall to cheap rumors and clickbait
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# ? Jun 24, 2020 14:08 |
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sean10mm posted:https://www.gamersnexus.net/ is my main one lately.
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# ? Jun 24, 2020 14:34 |
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I'm staying put
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# ? Jun 24, 2020 16:04 |
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nofemaleonblowe.ru
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# ? Jun 24, 2020 16:41 |
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https://www.theverge.com/2020/6/24/21301617/nvidia-windows-10-gpu-scheduling-driver-support-directx-12-ultimate Anyone know anything about this gpu scheduling stuff?
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# ? Jun 24, 2020 18:26 |
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Dunno but if it had any immediate benefit to performance then Nvidia would have posted charts showing the gain, which they didn't
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# ? Jun 24, 2020 18:30 |
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maybe theyll use less power
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# ? Jun 24, 2020 18:46 |
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repiv posted:Dunno but if it had any immediate benefit to performance then Nvidia would have posted charts showing the gain, which they didn't Yeah it is pretty weird that a feature would release in this manner and even the people reporting it are like "I dunno try it or don't, we don't know, who cares" You would think there would be some kind of even minor fanfare if it mattered. Although perhaps maybe this will come into play due to some architectural change in Ampere (just spitballing obviously). I mean someone clearly thought it helped in some way. Could just be scaffolding for the future.
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# ? Jun 24, 2020 18:49 |
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Taima posted:Anyone know anything about this gpu scheduling stuff? It definitely does something differently, because at least the 450.12 driver from NVidia got stuttery with it enabled, while trying to play 7K videos in VR, that work fine with software scheduling.
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# ? Jun 24, 2020 21:30 |
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This is why consoles are superior to general purpose desktops for any kind of intensive real time applications like games!
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# ? Jun 24, 2020 22:14 |
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Whether it makes any difference is going to depend on the game and how heavily loaded the GPU is. If the developers code was handling GPU memory well enough, nothing's going to get better. Where you might see some improvement is in minimum framerates. The new WDDM is resolving some of those multi monitor / differing refresh rates bugs that've been hanging around for ages.
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# ? Jun 24, 2020 23:31 |
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Riflen posted:The new WDDM is resolving some of those multi monitor / differing refresh rates bugs that've been hanging around for ages. I'll believe that when I see it. They've called those issues "fixed" a half dozen times or so, and they've failed to actually fix them every time so far.
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# ? Jun 24, 2020 23:38 |
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Taima posted:https://www.theverge.com/2020/6/24/21301617/nvidia-windows-10-gpu-scheduling-driver-support-directx-12-ultimate This sounds like something we would have loved when trying to get timewarp scheduled promptly in the drivers leading up to the first Rift release, if I understand the article correctly.
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# ? Jun 25, 2020 03:04 |
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DrDork posted:I'll believe that when I see it. They've called those issues "fixed" a half dozen times or so, and they've failed to actually fix them every time so far. I'm seeing less flicker since updating to the latest W10x2004 driver! I don't know if that's because I hosed something up trying to get non-temporal AA looking okay in Apex Legends or what, but it's welcome.
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# ? Jun 25, 2020 13:58 |
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A lot of people elsewhere saying it improved frame pacing, guessing it's that gpu scheduling thingimajig?
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# ? Jun 25, 2020 15:26 |
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https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-dlss-geforce-now-screenshots-trailer/ RTX features in CP2077: raytraced global illumination/occlusion, raytraced reflections, raytraced shadows and DLSS 2.0, all available at launch
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# ? Jun 25, 2020 20:33 |
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repiv posted:https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-dlss-geforce-now-screenshots-trailer/ So this will be the first game that utilizes and enables both RTX GI and Reflections. Nice. IIRC, games usually only had RT GI like Metro Exodus or RT Reflections like Battlefield.
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# ? Jun 25, 2020 20:38 |
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Didn't control have both? Honestly the whole thing is somewhat confusing.
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# ? Jun 25, 2020 21:01 |
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repiv posted:https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-dlss-geforce-now-screenshots-trailer/ Gosh it's packed full of features that you'd expect to need a next-gen card to play, who would have thought!
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# ? Jun 25, 2020 21:11 |
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Dogen posted:Didn't control have both? Honestly the whole thing is somewhat confusing. You are right, I completely forgot this 👍
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# ? Jun 25, 2020 21:11 |
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Dogen posted:Didn't control have both? Honestly the whole thing is somewhat confusing. Yeah Control has RTGI (the "indirect diffuse lighting" setting) but the improvement is relatively subtle compared to RT reflections, most of the environmental lighting is static so the default fake baked GI is decent enough. https://images.nvidia.com/geforce-c...-on-vs-off.html https://images.nvidia.com/geforce-c...-on-vs-off.html https://images.nvidia.com/geforce-c...-on-vs-off.html The ambient occlusion you get from RTGI is better than the default SSAO but there's not much bounce lighting you didn't already get from the bake. It'll probably be more dramatic in Cyberpunk where the day/night cycle limits how much they can bake, much like Metros RTGI.
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# ? Jun 25, 2020 21:16 |
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It’ll be an interesting game to compare the next gen consoles and 3000 series with with
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# ? Jun 25, 2020 21:18 |
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repiv posted:https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-dlss-geforce-now-screenshots-trailer/ that's cool and all but where is hairworks being in and giving realistic pube physics
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# ? Jun 25, 2020 21:24 |
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ppl gonna start shaving their avatars to get more fps
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# ? Jun 25, 2020 21:26 |
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Alchenar posted:Gosh it's packed full of features that you'd expect to need a next-gen card to play, who would have thought! All those features are available on current gen GPUs though?
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# ? Jun 25, 2020 21:37 |
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repiv posted:https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-dlss-geforce-now-screenshots-trailer/ Looks very cool! Why do you need ray-traced ambient occlusion though? The write up says (bold is mine): quote:Ray-Traced Ambient Occlusion - Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting, which results in the rendering of new AO shadows that ground objects and naturally darken surfaces, objects, and other game elements. In Cyberpunk 2077, ray-traced ambient occlusion can be used with local lights to approximate local shadowing effects where shadows are missing, greatly improving the quality of the ambient occlusion effect. What missing shadows? Is this compensating for an optimization that drops rays? E: As in AO is a hack to simulate accurate ambient lighting. RTX gives us accurate ambient lighting and GI and all that good stuff. So why do we need ray-tracing assisted AO?
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# ? Jun 25, 2020 22:51 |
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It sounds like their RTGI rays are only sampling the skybox and emissive materials, not evaluating local lights, so you won't get any bounces from those. Probably a concession for performance. They must still be using the baked GI data for the local lights and relying on SSAO/RTAO to fudge the indirect shadows. I believe that's how Metros implementation worked as well - RTGI for the sun and RTAO for everything else. repiv fucked around with this message at 23:59 on Jun 25, 2020 |
# ? Jun 25, 2020 23:43 |
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# ? May 30, 2024 19:05 |
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Thanks for the explanation. I was and am kinda hoping that a 3080ti with DLSS 2.71828 cranked up can render an image based on the laws of physics, circa whenever we figured out basic reflection and refraction (say, Newton?), without too many baked in assists. Sounds like we're still a long way away from doing that at, say, 3440x1440@60Hz.
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# ? Jun 26, 2020 00:03 |