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Found 22 results

  1. They were pushing it hard with the Maxwell GPUs but I've not seen one game that actually used it.
  2. With the latest gforce driver update pushed out today. A news article was posted talking how NVIDA has handed RTX remix over to "four of half-life 2s topp mod teams." It will be interesting to see how this Ray Tracing project compares to many other that have come before it. Digital foundry did a 4 way playthrough showing just such a previous mod. source https://www.nvidia.com/en-us/geforce/news/half-life-2-rtx-remix-in-development/
  3. So, I build this PC a while ago - the Killer Panda PC Let me show you the before pictures, what we are working with here: The parts before: Asus Maximus Code X Z370 motherboard Intel i5 8600K Der8auer Advanced Edition CPU OCed to 5000 MHz 16 (2x8) GB Corsair Dominator Platinum DDR4 2400MHz CL10 RAM (OCed to 3000MHz) Zotac Amp Extreme GTX 1070 graphics card Corsair Force MP500 120GB NVME SSD for boot 500 GB HDD for media (I draw a lot) 1TB WD Black for games 240 GB SSD for editing video (I do that too) Corsair ML120 120mm fans (14 of them!) Phanteks 120mm Halos Lux fan frames HW Labs Nemesis GTS 240 white radiator EVGA SuperNova G2 750watt Gold PSU Koolance 702 coolant All sorts of wire extensions to make it pretty. A panda sticker A blood spatter sticker Bamboo tape It's an absolute awesome PC to use But it's starting to show its time, mostly because of the 1070... Pretty damn bad timing! But I found sort of an okay deal, soooo.... Yes, I bought a RX6800XT And THAT's why I need to re-arrange things, because this graphic card is MASSIVE (the weight alone is 1.815 grams, as in, almost 2KG) Let me show you what I did...
  4. So, I have noticed that raytracing takes up a significant amount of area on the die on an nVidia RTX chip, and I was wondering how feasible it would be for them to create a "raytracing card" that accelerated raytracing, so that the GPU could focus on everything else. That way a 30 series card could of had 2 slot coolers, and had the massive die all focused on rasterizing. There could be a card for after effects and raytracing, and a card for geometry and textures. And, older games could support it still, because they are telling the base GPU to do all of these things, and the base GPU sends the raytracing information (maybe anti-aliasing acceleration as well?) back over a massive SLI style link for huge bandwidth. How feasible is this, and how would that effect gamers? To clarify, all non-essential tasks that are nice-to-haves are computed on the second card, but because it is its own card, it can perform significantly better, as well as basically do a chiplet thing where the manufacturing gets cheaper (2 dies).
  5. [OPINIONS] How long (years) will last 3080 TI in high settings, quality games? Would it be dating as good as for example 1080 TI which even 5 years later, still gives high-ultra settings play-ability? or it will be otherwise? whats your unbiased thoughts? Thanks.
  6. Hi all, I’m looking to upgrade from my Gtx 1080 to a 20 or 30 series card. I could get a used 2080 or 2080ti for the same or a similar price to a new 3060ti, my question is; Is it worth going with the slightly less powerful 3060ti for the upgraded raytracing performance and stability in games like Cyberpunk, or is the difference between 20 and 30 series raytracing marginal? thanks for all your help! Nick.
  7. Hey folks, Just got an Asus tuf-gaming 3070 (upgrading from a 1070ti) and basically anytime I try to play anything with raytracing enabled, it immediately crashes and the PC becomes unresponsive, leading to a hard reset. I've tried Control (DLSS both off and on) and the Quake RTX demo. Control runs fine without RT on, and I've tried the AC:Valhalla benchmark too and it runs no problem too, so I assume it's linked to RT specifically. Currently on the latest Nvidia drivers (v457.30), which I've reinstalled already using DDU. Any ideas? Cheers, Ryan
  8. Hello, I'm currently waiting for my 6800 xt to arrive since I was finally able to get a GPU at a decent price and I just wanted to know if there's been a meaningful uplift to radeon's raytracing performance with driver updates since I know on launch it was pretty bad compared to Nvidia's offering. I've googled the subject for a bit but everything I've found was produced on launch of the 6000 series.
  9. AMD's HIPRT (HIP - RT) If there is a release in march 2022. video reposted
  10. Budget (including currency): $2,200 USD before tax Country: United States Games, programs or workloads that it will be used for: Gaming, wordprocessing, Autodesk CAD workloads; Games I am looking to play: Doom Eternal, Apex, Horizon Zero Dawn, Halo: Infinite, Halflife: Alyx, Planetside 2, God of War Other details: I have compiled a pcpartpicker list here: https://pcpartpicker.com/list/mxgmgb ; I'm looking to get a PC desktop tower to run high to ultra settings at 1440p at around 144fps (since my monitor is 1440p 144hz) and I want to do be able to enable raytracing with these settings. I already have a keyboard, mouse, monitor and a set of Astro headphones and will not need any additional peripherals. My current main gaming computer is an Asus ROG Zephyrus G14 laptop (Ryzen 9 4900HS, 16 GB 3200 mhz ram, RTX 2060 max-Q, 1tb M.2 nvme gen 3) and it is getting pushed to it's limits whenever I attempt heavy gaming and regularly gets the cpu to 92 C and the gpu to 86C at 1440p low. I'm just looking for some input regarding my pcpartpicker list. I would also like to know if I should wait until the next generation of ryzen, radeon rx and geforce rtx parts release before building this PC and rely on my struggling laptop for the time being. Quack.
  11. Good Day, I recently got a rx 7900 xtx. i played cyberpunk for quite a while and i decided to turn on ray tracing just to see what happens. looks good and all but i see smearing/trailing shadows on moving objects, especially cars. i tried turning of anti aliasing but that didnt help. now im worried my GPU is bad. can someone maybe tell me if this is a hardware problem or just another bug of cyberpunk? i will provide a link to an example video i created. dont wonder the bad performance, my gpu gets heavily bottleneck by my ryzen 7 2700x. to that im gaming at 1080p (just for now, upgrades coming soon) Link to the video:
  12. I'm planning to build a PC using an AMD Ryzen 3700x with one of the RTX 2060 series graphic cards. The game I most excited to probably play using ray tracing is Minecraft. Now my question is regarding the video that came out yesterday. If I went for the Super 2060 instead of KO would the FPS be higher and would the shadow processing lag disappear if I kept the same setting as the tests from the video? I care more about the shadow processing lag to disappear but if the Super doesn't get rid of it, would it be better to save up for a 2070 Super instead?
  13. Hey there, first of all im German so please be patient with me, cause my english isnt that good... So i currently i habe an Acer E1-572G, but the AMD R7 M265 Graphics Card sucks. I get only 15-20 FPS in Minecraft with a Shader. (tested with KUDA Shader Medium). I searched a little bit, is there any possibility to repair the graphics card (i dont think so cause some guys said it would be soldered in) or to extend it? (Like an external GPU running from PCIE slot). The only PCIe Slot is taken by the wireless LAN card. I don’t mind if its missing or not. Is it worth to upgrade the current Notebook or should I buy a new one? Thanks ?
  14. As I've been browsing YouTube and Reddit lately, I've noticed something. As technologies such as Nvidia RTX and SonicEther's SEUS PTGI for Minecraft are becoming more mainstream, people are getting bombarded with terminology they don't understand, and then misinterpreting and spreading misinformation. I'm not blaming the people who are reading about RTX, or watching a youtube video about SonicEther's latest Minecraft shaders. I'm blaming Nvidia, the youtube channels, and the uninformed web journalists who just want ad revenue. So I'm going to start at the very beginning, the definition of raytracing. What is it? Raytracing, simply put, is a mathematical procedure that calculates the intersection of a ray with a scene defined with solid geometry. Wait; that's not simply put at all! So let me clarify: What is a ray? A ray is basically like a line on a graph, but it's in 3 dimensions instead of 2. A useful way to think about a ray is like "point-slope" line format, instead of "y = mx + b." You can usually assume that when you're dealing with raytracing, the "point" of the point-slope will be the position of the camera in 3D space. This point is called the "origin" of the ray. The "slope" of the ray is called the direction of the ray. The direction of a ray determines, well, what direction the ray goes in. The direction and origin both have an X, Y, and Z value to represent their positions in a 3D world. It's more likely that the term that confused you was "scene defined with solid geometry." A scene basically just specifies that something exists, but it doesn't matter what it is. The solid geometry part means that there's a physical object there, like a rectangular prism, a sphere, or a Honda covered in pink... something. Basically, anything that you could touch in the real world is solid geometry. If raytracing is that simple, why hasn't anyone used it until now? Well, they have. Pretty much any three dimensional game you can think of probably uses some kind of raytracing to render it's graphics. For example, any game using: RAGE, Unreal Engine, Unity, Game Maker, and loads more engines all use some form of raytracing. How does that work then? This is really complicated and has been discussed by a lot of smart people who know more than I do, so I'm just going to talk about the basics. Almost all game engines up until recently relied on using math to sort of guess what color each pixel should be. The simplest example of this is shadows. When the first ray, or camera ray, is cast into a scene, you can figure out what color the object that the ray hit is. But really, that's going to look terrible and we all know it. Everything would just look like weird colorful blobs on the screen. That won't do. What computer graphics programmers figured out is that you can have a second ray, but instead of using it to figure out what color to put on the screen, you use it to figure out if part of an object has a direct line of sight to a light source. For example, let's say you hit a spot on the ground next to a tree when you calculate the camera ray. You can then figure out to color that part of the scene green, if the tree is surrounded by grass, or brown if it's surrounded by dirt. Next, you take a second ray and aim it from the spot under the tree up toward the sun. If the ray hits something on the way to the sun, you can say that the spot under the tree is in a shadow, and decrease the brightness of that spot on the screen, by reducing the brightness of the pixel for which the camera ray was cast. There are a lot more methods to try to figure things out like reflections, smoke, fog, water, and anything else that might need to be in a game. What's interesting about this is that you'll notice we're going to be calculating, or "casting" multiple rays instead of just one in order to figure out how the light from a lamp or the sun might interact with a scene. There are also more ways than just raytracing to figure out how a 3D object will look on your screen, one of the most prominent of which is called rasterization. I'm not really going to explain rasterization, because it's not really on topic and it would waste your time. So now you might be asking... what if we tried more power? Pathtracing. It's the holy grail of computer graphics, it features mind-bending math, needs ridiculous computers to render it, and... looks almost indistinguishable from real life. This is what RTX and SEUS PTGI are doing, and while it uses raytracing, it's not just raytracing. So what the hell is it then? Pathtracing is raytracing, but someone thought it would be nice to throw the guessing part out the window. With pathtracing, instead of just simulating 5 or 6 light rays to get reflections and shadows and whatnot, you simulate thousands, or even millions, per pixel. Pathtracing simulates what would happen if you took the solid geometry of a scene and put it into the real world with a camera by trying to simulate every light ray that would hit the camera in a scene. Pathtracing looks at all the objects in the scene, and it uses even more math to figure out how light rays will reflect off an object. For example a mirror might reflect the light straight off, but a white wall will reflect in all different directions. The simulation of all the light rays in a scene is called "global illumination." For a nice video explaining the basics of pathtracing, view Disney's Practical Guide to Pathtracing. So now I'll go over the two examples I brought up, Nvidia RTX and SEUS PTGI. First, RTX, because it's a little more straightforward. (Not the chip development, I'm not trying to insult Nvidia here). What RTX does is instead of simulating every single light ray in a scene, which can sometimes end up giving you say, 20 hours-per-frame instead of 60 frames-per-second, RTX simulates only about 4 light rays per pixel, and then uses some clever hardware to make really good guesses about what the scene would look like if you were to continue calculating the light in the scene to try to give the most realistic scene possible. Nvidia's RTX cards are specially built to make these guesses, which make the scene look much more realistic, but not quite as good as Pixar or Illumination's animation softwares. SEUS PTGI. Sonic Ether has been writing shaders for Minecraft for quite some time, using guessing tricks. More recently he started using global illumination pathtracing to make his "Sonic Ether's Unbelievable Shaders - Path Traced Global Illumination" shaders for Minecraft. Cody (Sonic Ether) uses a few of the same tricks that Nvidia uses, but he also uses some of his own. On his YouTube channel he has a great video that explains the most basic parts of what he's doing. His shaders use methods that, while very realistic, are technically not global illumination. Why? Sonic Ether came up with a technique that allows a computer to draw a frame over a period of time, like Pixar or another animation studio. The difference is that Sonic Ether figured out a way to move the camera and move objects in the scene while it's drawing. This means that while his new Minecraft shaders are still Pathtraced, they aren't exactly what you would see in the real world because he has to use some shortcuts to make it run on a regular graphics card at a playable framerate. And for clarification: On Cody's website, he specifies that his PTGI minecraft shaders DO NOT use RTX or require RTX graphics cards to run. I hope this clarified a few things, and next time you see an argument on reddit or a youtube comment section, or twitter, or anything else, you can kindly correct someone.
  15. Game development company Wargaming™ has done the impossible, they have traced rays in a game at 60FPS with out using DXR or RT cores. Wargaming™ achieves this using their home brewed game engine. The "Encore" engine allows the processor to utilize Intel's Embree technology. This allows for real time ray tracing on DX11. So yes you can ray trace on AMD cards. Information from : https://worldoftanks.com/en/news/general-news/ray-tracing/
  16. Guys i think i ruined my new rtx 2070 mini , i touched the back of it
  17. My (bottlenecked) system: CPU: AMD FX 8350 GPU: EVGA RTX 2070 XC (400A) RAM: Mixture of DDR3 @ 26 GB Storage: 3 HDDs: 2x500 GB, 1x1TB PSU: EVGA 750W OS: Windows Home 1803 I have a problem besides the bottleneck the size of Russia, but my RTX card isn't "recognized" by Control, and I cannot enable RayTracing. I know it's on DirectX 12, since I have used MSI Afterburner to verify this. Any idea why this is happening?
  18. I'm trying to buy an RTX 2080 ti (being more specific the MSI gaming x trio), but i can't find one...before you say "go to the shop ---" I must say that i'm from Italy, so my only trusted sellers are "AK informatica", which is out of stock since MSI launched the card, and amazon.it, cause .com need 1k damn EUR in order to pay dutys and other things which....you know...are useless non the less. Back on topic, i'm wondering why there is no chance to get a 2080 ti even now that them has been presented 6 months ago, and why preorder prices where lower than the ones we are looking at now! That's strange to me, just like the market wasn't ready to supply them all and got busted with prices incresing rapidly under the heavy demand for the RTX cards...do you think, via some kind of opinion or analysis, that there is any chance I'll have my hands on a 2080 ti, maybe factory OC like the gaming x trio one, in a shot (a month?) amount of time?
  19. Hi all, I've been playing around with path tracing lately and have run across the Octane Renderer 4. This is a brilliant piece of software that uses your GPU to perform path tracing on a scene. Path tracing is way superior than Ray Tracing. There is a demo to download which can be run on Mac, Windows and Linux along with a benchmark. I've only got a lowly GTX760. What I'd like is for as many people on here to download it and give it a go so we can post some raw path tracing numbers for comparison. Maybe, just maybe we could get Linus to adopt it when testing all the graphics cards. Remember an RTX card only uses ray tracing, and it does this only on shadows (black and white). It also only does it at a resolution of 1 sample per pixel (the denoiser then kicks in). I'd like to see what path tracing looks like and how long it takes at 1000 samples per pixel What do you all think? Can this be achieved? Thanks all :)
  20. Years before Nvidia IMG showed the worlds first dedicated raytracing GPU and even fully raytraced realtime demos (not only hybrid rendering demos like Nvidia). A 2080 Ti needs ~100x more power for the same raytracing performance than the 2W PowerVR GPU in 28nm. LTT should try to get a PowerVR GPU and run some raytracing benchmarks on it. Real-time raytracing in Unreal Engine and Vulkan: https://www.youtube.com/watch?v=Xcf35d3z890&list=PLnOXj03cuJjmRN_Y8aN0vUH_jNbjyDXjB&index=1 https://www.imgtec.com/blog/video-ray-tracing-powervr-wizard/ "The initial stages involved adapting the engine’s render pass mechanism to perform a ray tracing scene build operation. The Vulkan ray tracing extension API makes this very easy, as the code flow required is very similar to an existing Vulkan raster render pass, requiring only wrapping the render sequence in with begin/end commands, and the use of a different Vulkan pipeline object with vertex and ray shaders instead of the regular raster shaders. We were able to reuse the existing “static mesh” geometry draw loop from the engine code, adapting it only to remove the frustum culling visibility checks, as we desired all geometry to be rendered into the ray tracing scene hierarchy." https://www.imgtec.com/blog/unreal-engine-and-the-ray-tracing-revelation/ PowerVR Wizard GPUs running the Apartment demo: https://www.youtube.com/watch?v=uxE2SYDHFtQ More than 5x faster than a 980 Ti in Blender: https://www.youtube.com/watch?v=ND96G9UZxxA&t=2m A 2080 Ti needs ~100x more power for the same raytracing performance: https://wccftech.com/first-nvidia-rtx-2080-ti-2080-dxr-raytracing-benchmark/
  21. Hey! Was looking to get your thoughts on how future proof the RTX 2070 SUPER will be for ray traced games specific to 1080p 60fps, as of right now, wondering about cyberpunk 2077. Control is one the most beautiful games I've played, and can run flawlessly on 1080p at 60fps with DLSS (only care about 60fps because I have a 60hz monitor.) What're your thoughts for cyberpunk 2077? And what about future rtx based games? Will the RTX 2070 super constantly deliver 60 fps at 1080p with max settings and rtx on? Would love to discuss.
  22. Ray tracing is finally getting more traction and PowerVR's new GR6500 is coming. It's promising to be x100 times more efficient than using current GPU compute or other software-only approaches, This could finally help push Ray Tracing into something that someone outside of a massive render farm can work with, without sacrificing hours upon hours of waiting to get a scenes done. Sadly we won't be getting our hands on these new GPUs just yet, and we could still be waiting a few years. There is no currently listed support for Vulkan or DX12, but seeing as neither of those have official launched and the GPUs are still some time away we could see these added later. Sources: http://blog.imgtec.com/multimedia/award-winning-powervr-gr6500-ray-tracing-gpu-tapes-out http://blog.imgtec.com/powervr-developers/powervr-gr6500-ray-tracing
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