[WCCF] World of Tanks enCore RT Demo Benchmarked – Polaris, Vega, Navi, Pascal, And Turing Tested - Page 3 - Overclock.net - An Overclocking Community

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[WCCF] World of Tanks enCore RT Demo Benchmarked – Polaris, Vega, Navi, Pascal, And Turing Tested

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post #21 of 50 (permalink) Old 10-18-2019, 05:33 PM
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Quote: Originally Posted by geoxile View Post
When hardware RT for Navi gen 2 lands it'll probably require DXR or a Vulkan extension. These "custom" RT implementations seem silly to me.
That's like saying TressFX is silly.

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post #22 of 50 (permalink) Old 10-18-2019, 05:47 PM
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Quote: Originally Posted by rluker5 View Post
Also Vega and Fury doing worse compared to Navi and Polaris. Pascal is slipping a bit, but that's to be expected. Turing has more potential to exploit.
well Fury X is around RX 590 performance but it should be slighly faster but based on the results seems to favor nvidia over AMD so cant tell how should perform against the 980Ti

Quote: Originally Posted by WannaBeOCer View Post
That's like saying TressFX is silly.
well graphics engine or developer should have those objects physics built in but well i guess they dont go beyond what consoles can process

Last edited by PontiacGTX; 10-21-2019 at 10:03 AM.
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post #23 of 50 (permalink) Old 10-18-2019, 06:01 PM
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Quote: Originally Posted by WannaBeOCer View Post
That's like saying TressFX is silly.
tressFX camouflage

just cruising by what you think is some underbrush, blowing in the breeze then BOOM(!) you're dead.

Remember the golden rule of statistics: A personal sample size of one is a sufficient basis upon which to draw universal conclusions.
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post #24 of 50 (permalink) Old 10-18-2019, 06:23 PM
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I'd like to see a CPU comparion between Zen 2 vs Coffee Lake vs Cascade Lake.

https://github.com/embree/embree

Quote:
Supported Platforms
Embree supports Windows (32-bit and 64-bit), Linux (64-bit), and macOS (64-bit). The code compiles with the Intel® Compiler, GCC, Clang, and the Microsoft Compiler.

Using the Intel® Compiler improves performance by approximately 10%. Performance also varies across different operating systems, with Linux typically performing best as it supports transparently transitioning to 2MB pages.

Embree is optimized for Intel CPUs supporting SSE, AVX, AVX2, and AVX-512 instructions, and requires at least a CPU with support for SSE2.

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post #25 of 50 (permalink) Old 10-18-2019, 06:34 PM
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Quote: Originally Posted by WannaBeOCer View Post
That's like saying TressFX is silly.
If there were industry standard APIs and the inevitable ubiquity of hardware accelerators for hair physics I would say TressFX is silly too. DXR (and RTX by extension) set the standard and now we know the consoles and AMD are following their lead. I'm sure even the WoT devs would have heard about the console hardware a few years ago.

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post #26 of 50 (permalink) Old 10-18-2019, 06:51 PM
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If you go to there website . you can see your video card and pick your cpu ..

Ryzen 5 1400 seems can deliver great fps at 3.4 turbo .

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post #27 of 50 (permalink) Old 10-18-2019, 06:57 PM
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Quote: Originally Posted by geoxile View Post
If there were industry standard APIs and the inevitable ubiquity of hardware accelerators for hair physics I would say TressFX is silly too. DXR (and RTX by extension) set the standard and now we know the consoles and AMD are following their lead. I'm sure even the WoT devs would have heard about the console hardware a few years ago.
DxR is new, Intel's Embree, nVidia's OptiX and AMD's Radeon Rays are much more mature than Microsoft's DxR. The reason they went with Embree is due to their hardware survey indicating that their main market are users running DX 11 devices. Embree was the simple solution with the least performance hit.

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post #28 of 50 (permalink) Old 10-19-2019, 12:16 AM
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Quote: Originally Posted by TFL Replica View Post
Would rather have RT in War Thunder, but that game can be taxing as it is.
Considering how the engine WT uses already has a lot of NV born features, it is actually surprising that they do not have it.

Anyway, Gaijin are working on a game called Enlisted. It is based on the same engine. After they launch Enlisted, they will review the features (it will have DX12 and some RT from what i heard), and later on, WarThunder will also get it.

As for taxing... well, CPU Unoptimized is probably better to say

I run WarThunder with an R7 1700 (stock) and a RX 480 4GB at 1080p60fps non-stop (v-sync on) at everything at MAX, except SSAA (not Movie settings, but all sliders to the max).

I used to run it with an [email protected], and i had a lot of FPS drops in certain scenarios, due to the CPU not handling the engine Physics well.

Quote: Originally Posted by ToTheSun! View Post
Damn, ku4eto is right. Let's cancel every single modern AAA game that's not ABSOLUTELY realistic and remake them with crap graphics.
Well, not only WoT physics are non-existent, but its graphics are not as good as WT. WarThunder on max is gorgeous in scenarios involving low sun in ground forces and low sun in air with clouds.

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Last edited by ku4eto; 10-19-2019 at 12:23 AM.
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post #29 of 50 (permalink) Old 10-19-2019, 12:42 AM
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Quote: Originally Posted by PontiacGTX View Post
https://gamegpu.com/mmorpg-/-%D0%BE%...10DIdMY.reddit

Here surpisingly Navi is performing much better than Radeon VII maybe they have appropached RT the wrong way on AMD? https://gamegpu.com/mmorpg-/-%D0%BE%...-test-gpu-cpu#
AMD stopped optimizing to vega recently.
They are basically letting radeon VII die, so they are not bothering to test for vega, and the radeon VII performance is slowly going backwards.


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post #30 of 50 (permalink) Old 10-19-2019, 04:23 AM
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Quote: Originally Posted by mouacyk View Post
While accurate reflections have been lacking, not all objects reflect (as in the real world too).
3D design nerd me speaking:

I used to think like you before I got into 3D design and rendering but it is not true. Every single object in real world and physically accurate path tracers have some reflection (if you want to achieve any realism, even bricks and concrete) called fresnel.

Here you can watch a very easy, understandable and introduction that you can check with Blender and Cycles, its path tracer.


The physics behind it:

https://www.scratchapixel.com/lesson...action-fresnel

#EnthusiastLivesMatter

Last edited by Imouto; 10-19-2019 at 05:07 AM.
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