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post #71 of 313 (permalink) Old 06-12-2019, 06:26 AM
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yeah, but it miss ray tracing dude...

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post #72 of 313 (permalink) Old 06-12-2019, 06:36 AM
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Quote: Originally Posted by ilmazzo View Post
I don't have all the day, could you get to the point please?
You already did, but your posts are dissonant.

Ray/path tracing is handled by Microsoft's DXR, which is even provisioned for hardware solutions that are not specific for the task (basically, all non-RTX cards).

Having "RTX support" isn't the same as "being limited to nVidia". As soon as AMD can decently run ray/path tracing in real-time applications, they'll have their own hardware solution and moniker, and that's the gist of it.

And, no, you cannot equate this to Hairworks for very obvious reasons (hardware configuration particular to nVidia that AMD never intended to simulate on their own products).

Now, you're still free to make up some more conspiracy theories, but they're all unfounded.

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post #73 of 313 (permalink) Old 06-12-2019, 07:07 AM
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Quote: Originally Posted by lightsout View Post
According to recent reviews the fine wine thing didn't really stand with recent AMD cards. Hopefully prices come down a bit with some competition. I haven't played with AMD in a while and would be stoked on some "2060ti" performance for closer to $300.
Thats because GCN has been out for ages and was already mature. RDNA is new and will have time to improve.

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post #74 of 313 (permalink) Old 06-12-2019, 07:11 AM
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Quote: Originally Posted by EniGma1987 View Post
Thats because GCN has been out for ages and was already mature. RDNA is new and will have time to improve.
Yeah, RDNA is like GCN back with HD 7970. It will get optimized extremely well to get it ready for Navi 20.

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post #75 of 313 (permalink) Old 06-12-2019, 07:12 AM
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Instead hairworks is exactly the perfect example.

Tessellation is common to DX11, right?

Hairworks was nvidia implementation of a dx11 standard (exactly like RTX is own implementation of DXR software layer) that is optimized for their own architecture,of course..... it relays on dedicated hardware or, just like amd, generic use shaders dedicated to particular tasks.

The nvidia trick was to force the haiworks thing to work on a fixed tessellation value very high, too much high even for kepler architecture which had weak tessellation perf compared to the new maxwell arch (and people with 700€ 780tis buyed six months before that complained all over the nvidia forums), then they let free the developer to unlock the tessellation values as per user demand.........these "tricks" can be done even on RT affect both paths: nvidia and amd.....because they'll do what the engine ask them to do (ie. tessellation 64 instead of 32,16,8....).

Am I doing it wrong?

Well, at the end seems that even amd will have "rt dedicated hw" so it may be different case but for sure both arch will act differently on a hw level....dunno, we will see were we will end up......rt right now it is a joke, so why bother....

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post #76 of 313 (permalink) Old 06-12-2019, 07:15 AM
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Quote: Originally Posted by ilmazzo View Post
Instead hairworks is exactly the perfect example.

Tessellation is common to DX11, right?

Hairworks was nvidia implementation of a dx11 standard (exactly like RTX is own implementation of DXR software layer) that is optimized for their own architecture,of course..... it relays on dedicated hardware or, just like amd, generic use shaders dedicated to particular tasks.

The nvidia trick was to force the haiworks thing to work on a fixed tessellation value very high, too much high even for kepler architecture which had weak tessellation perf compared to the new maxwell arch (and people with 700€ 780tis buyed six months before that complained all over the nvidia forums), then they let free the developer to unlock the tessellation values as per user demand.........these "tricks" can be done even on RT affect both paths: nvidia and amd.....because they'll do what the engine ask them to do (ie. tessellation 64 instead of 32,16,8....).

Am I doing it wrong?

Well, at the end seems that even amd will have "rt dedicated hw" so it may be different case but for sure both arch will act differently on a hw level....dunno, we will see were we will end up......rt right now it is a joke, so why bother....
Ray Tracing will be very similar to HairWorks as in Nvidia will sponsor a game, implement Ray Tracing Levels to suit their RTX and hurt AMD.

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post #77 of 313 (permalink) Old 06-12-2019, 07:21 AM
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maybe they've hit a wall on the hardware layer & realize DX11 is a massive hot turd in the summer sun that needs to go die in a fire... N the first manifestation of that is RT, etc.

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post #78 of 313 (permalink) Old 06-12-2019, 07:37 AM
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Quote: Originally Posted by ilmazzo View Post
Am I doing it wrong?
Yes. AMD never intended to increase their tesselation capability by changing their hardware configuration, but they do want to invest on ray/path tracing, as per their own announcements.

Besides, Hairworks or any other tesselation heavy technology was never meant to be present in console games, while ray/path tracing is. You can expect AMD to counter nVidia in hardware capability soon.

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post #79 of 313 (permalink) Old 06-12-2019, 07:56 AM
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Quote: Originally Posted by skupples View Post
maybe they've hit a wall on the hardware layer & realize DX11 is a massive hot turd in the summer sun that needs to go die in a fire... N the first manifestation of that is RT, etc.
DX11 is still the best for Battlefield because DX12 implementation in that game is broken(for Nvidia at least). Yes I know it is Battlefield, but I am one of the few that admits to enjoy the game. So no, DX11 doesn't need to die until all the DX12 issues are resolved. Hopefully "RTX" will push developers to fix DX12 issues with their engines.

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post #80 of 313 (permalink) Old 06-12-2019, 07:59 AM
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Quote: Originally Posted by criminal View Post
DX11 is still the best for Battlefield because DX12 implementation in that game is broken(for Nvidia at least). Yes I know it is Battlefield, but I am one of the few that admits to enjoy the game. So no, DX11 doesn't need to die until all the DX12 issues are resolved. Hopefully "RTX" will push developers to fix DX12 issues with their engines.
It's probably less to do with 12 and more to do with making a game that can run on both. We've seen this happen before.

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