[Anandtech] NVIDIA’s April Driver to Support Ray Tracing on Pascal GPUs! - Page 7 - Overclock.net - An Overclocking Community

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[Anandtech] NVIDIA’s April Driver to Support Ray Tracing on Pascal GPUs!

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post #61 of 86 (permalink) Old 03-20-2019, 01:07 PM
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Quote: Originally Posted by Cyber Locc View Post
I think that's the problem here. Is people are thinking frames will be cut that hard. They won't.

https://www.google.com/amp/s/www.tec...-battlefield-v

Titan V averaged 56 FPS on maxed BFV with Max RT on. The 2080TI beat it by 30 or so FPS but both are playable.

Now if you want to play maxed, with 4k, and 144fps, then don't complain when you refuse to upgrade.

And if you buy a 200 dollar 1060, don't expect it to still be viable with new games 3 years later.


You have to look at how much DXR is being utilized in each game. From what I'm reading, Battlefield and it's reflections are the least taxing example that we have. If you compare Metro Exodus for example

1080ti- 18FPS
2080- 50FPS
2080 DLSS- 60FPS+

https://wccftech.com/nvidia-enables-...l-turing-gpus/

Try running the Port Royal Benchmark on the best Pascal cards and see how your frames are cut.

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post #62 of 86 (permalink) Old 03-20-2019, 01:25 PM
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Quote: Originally Posted by Cyber Locc View Post
I think that's the problem here. Is people are thinking frames will be cut that hard. They won't.

https://www.google.com/amp/s/www.tec...-battlefield-v

Titan V averaged 56 FPS on maxed BFV with Max RT on. The 2080TI beat it by 30 or so FPS but both are playable.

Now if you want to play maxed, with 4k, and 144fps, then don't complain when you refuse to upgrade.

And if you buy a 200 dollar 1060, don't expect it to still be viable with new games 3 years later.
You have to remember that Volta and Turing architectures are very similar and both have Tensor cores for denoising and DLSS. Volta and Turing has about 4x lower latency on the cache with more bandwidth and twice the low level cache compared to Pascal.

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post #63 of 86 (permalink) Old 03-20-2019, 04:53 PM
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post #64 of 86 (permalink) Old 03-20-2019, 05:23 PM
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Quote: Originally Posted by CelticGamer View Post
Quote: Originally Posted by Cyber Locc View Post
I think that's the problem here. Is people are thinking frames will be cut that hard. They won't.

https://www.google.com/amp/s/www.tec...-battlefield-v

Titan V averaged 56 FPS on maxed BFV with Max RT on. The 2080TI beat it by 30 or so FPS but both are playable.

Now if you want to play maxed, with 4k, and 144fps, then don't complain when you refuse to upgrade.

And if you buy a 200 dollar 1060, don't expect it to still be viable with new games 3 years later.


You have to look at how much DXR is being utilized in each game. From what I'm reading, Battlefield and it's reflections are the least taxing example that we have. If you compare Metro Exodus for example

1080ti- 18FPS
2080- 50FPS
2080 DLSS- 60FPS+

https://wccftech.com/nvidia-enables-...l-turing-gpus/

Try running the Port Royal Benchmark on the best Pascal cards and see how your frames are cut.
Well, as the Driver suggests if you read again. Is the Pascal cards are capable of Basic Ray Tracing features. Where the Turing cards are Advanced.

What I mean is a game with Heavy RT will likely be a toggle, however games with more subdued and easier to run RT will be hardcoded.

Also the Titan Vs Tensor Cores do Zero for Ray Tracing, that's not what they are for. They are for DLSS, the reason the Titan V can keep up, is the fact it has alot more Cuda cores than a 2080ti. The Cuda cores can also be used for RTing, read the article it will help put thoughts to ease.

Nvidia wouldn't enable it on every card, if the cards run at 10FPS with it on.

Edit: your right, those tensor cores make a bigger deal than I thought. Still think with mild RT effects Pascal will be fine.

https://images.anandtech.com/doci/14...L-page-012.jpg

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post #65 of 86 (permalink) Old 03-20-2019, 07:23 PM
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Quote: Originally Posted by Cyber Locc View Post
Well, as the Driver suggests if you read again. Is the Pascal cards are capable of Basic Ray Tracing features. Where the Turing cards are Advanced.

What I mean is a game with Heavy RT will likely be a toggle, however games with more subdued and easier to run RT will be hardcoded.

Also the Titan Vs Tensor Cores do Zero for Ray Tracing, that's not what they are for. They are for DLSS, the reason the Titan V can keep up, is the fact it has alot more Cuda cores than a 2080ti. The Cuda cores can also be used for RTing, read the article it will help put thoughts to ease.

Nvidia wouldn't enable it on every card, if the cards run at 10FPS with it on.

Edit: your right, those tensor cores make a bigger deal than I thought. Still think with mild RT effects Pascal will be fine.

https://images.anandtech.com/doci/14...L-page-012.jpg
Tensor cores aren't just used for DLSS. They use AI to clean up images that are created by the CUDA and RT cores. Which developers call denoising, since ray traced scenes are grainy due to the limited number of rays the cards can cast without performing poorly.

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post #66 of 86 (permalink) Old 03-20-2019, 10:37 PM
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Quote: Originally Posted by WannaBeOCer View Post
Quote: Originally Posted by Cyber Locc View Post
Well, as the Driver suggests if you read again. Is the Pascal cards are capable of Basic Ray Tracing features. Where the Turing cards are Advanced.

What I mean is a game with Heavy RT will likely be a toggle, however games with more subdued and easier to run RT will be hardcoded.

Also the Titan Vs Tensor Cores do Zero for Ray Tracing, that's not what they are for. They are for DLSS, the reason the Titan V can keep up, is the fact it has alot more Cuda cores than a 2080ti. The Cuda cores can also be used for RTing, read the article it will help put thoughts to ease.

Nvidia wouldn't enable it on every card, if the cards run at 10FPS with it on.

Edit: your right, those tensor cores make a bigger deal than I thought. Still think with mild RT effects Pascal will be fine.

https://images.anandtech.com/doci/14...L-page-012.jpg
Tensor cores aren't just used for DLSS. They use AI to clean up images that are created by the CUDA and RT cores. Which developers call denoising, since ray traced scenes are grainy due to the limited number of rays the cards can cast without performing poorly.
Hmm good to know.

Tbh, I been out the loop awhile, and haven't looked much into the new cards, outside of buying them and reading up some what.

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post #67 of 86 (permalink) Old 03-21-2019, 05:05 AM
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Unity is another engine getting RT tech. If a certain game in development gets this treatment i would seriously consider a turing card.

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post #68 of 86 (permalink) Old 03-21-2019, 05:21 AM
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from what gamers nexus said. it should "just work" on pascal without any extra coding. im curious how my 1080 will handle it in metro exodus. all it does in metro is apply a dark filter (not even joking go adjust the second gamma in the config) and some poorly implemented Global Illumination.

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post #69 of 86 (permalink) Old 03-21-2019, 06:46 AM
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Quote: Originally Posted by philhalo66 View Post
all it does in metro is apply a dark filter (not even joking go adjust the second gamma in the config) and some poorly implemented Global Illumination.
Yup, that's all RTX is.

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post #70 of 86 (permalink) Old 03-21-2019, 07:50 AM
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Quote: Originally Posted by philhalo66 View Post
from what gamers nexus said. it should "just work" on pascal without any extra coding. im curious how my 1080 will handle it in metro exodus. all it does in metro is apply a dark filter (not even joking go adjust the second gamma in the config) and some poorly implemented Global Illumination.
It's not a dark filter, it's bouncing light at the correct areas for indirect lighting just like in real life.

I'm curious if Voxel Cone Tracing will take off soon since Crytek's demo. Unigine also has a ton of demos using Voxel Cone Tracing, they use SSR for reflections while Crytek's demo uses a different method which they haven't announced yet.


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