Earlier quoted context omitted.
Yes, I'm only talking about "non-hybrid" GI - I.e. what is needed to play a game looking the same in terms of detail, sharpness etc. as a rasterized game does today, at 4k/60 or 2k/144, but using path tracing. Hybrid (shadows, reflections only) already works today and looks pretty impressive. But just a rough guestimate of how many more rays/pixel we need to play a AAA game with PT only? I'm thinking 1000 times.
I don't think your estimations take into account the massive gains from AI denoising techniques such as https://youtu.be/YjjTPV2pXY0
Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
211–220 of 392 posts
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#212Kinda disappointed that there is no improvement—in fact a small reduction—of the raw GFLOPS computing power, compared to Volta: https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_proces...
Titan V is a $3000 card. Getting close to that performance on a $1000 card is a big leap forward.
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#213Earlier quoted context omitted.
For video professionals doing ray tracing this upgrade would likely be a must-have. This assumes the improvement (i.e. 6x or anything in that ballpark) is real and their software supports it... if so, hell, nVidia could double or triple the price of the card and it would still make sense for them. nVidia is just cashing in on a lack of any real competition at the high-end currently... hopefully we'll see AMD get back…
Isn't this just an implementation of Microsoft's DirectX Raytracing API? If so, only video games are really going to use that API. I doubt that a software renderer (or CUDA-renderer) would leave raytracing / light calculations to a 3rd party. There's a rumor that Dinsey bought a bunch of real-time raytracing equipment for their theme parks (the Star Wars section in Disney World). So high-quality realtime computation…
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#214Earlier quoted context omitted.
> it is way too expensive for regular gamers Better cancel my pre-order then... > 2080Ti likely won't be able to do 4k@60Hz like 1080Ti couldn't either My 1080ti and 4k monitor beg to differ.
what kind of FPS can you get in Doom, all features on, at 4k? my 1070 would do it, but it was garbage fps
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#215It was about time... The old series is, well, pretty old by now, but (to me) never really seemed worth the upgrade from my r9 290 (used for Vive/VR gaming). Maybe mid-2019 will see me dropping some money on a new GPU, once prices settled.
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#216Earlier quoted context omitted.
Isn't this just an implementation of Microsoft's DirectX Raytracing API? If so, only video games are really going to use that API. I doubt that a software renderer (or CUDA-renderer) would leave raytracing / light calculations to a 3rd party. There's a rumor that Dinsey bought a bunch of real-time raytracing equipment for their theme parks (the Star Wars section in Disney World). So high-quality realtime computation…
You're wrong. Pretty much every major raytracing company is excited about this development. Blender is the only major one that I heard nothing from.
Do you have a link of one of these raytracing companies explaining how they plan to use NVidia's RTX cards for this sort of thing?
As far as I'm aware, the only API to access these RTX raytracing cores is through the DirectX12 Raytracing API. I did a quick check on Khronos, but it doesn't seem like they have anything ready for OpenGL or Vulkan.
Alternatively, maybe NVidia is opening up a new Raytracing API to access the hardware. But I didn't see any information on that either.
EDIT: It seems like NVidia does have a specialized Raytracing API that various industry partners have announced support of: https://blogs.nvidia.com/blog/2018/08/13/turing-industry-sup...
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#217Hmm, 24%-42% performance increase (14/16TFlops vs 11.3TFlops) for 70-90% price increase... And prices were already inflated by crypto that is now collapsing. Not sure who is the target market for this tech honestly. Still only 11GB RAM, even if 50% faster, making it a nonsense purchase for Deep Learning enthusiasts (state-of-art models are already larger). Unless somebody invented RTX-based coin of course, then this…
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#218Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#219Hmm, 24%-42% performance increase (14/16TFlops vs 11.3TFlops) for 70-90% price increase... And prices were already inflated by crypto that is now collapsing. Not sure who is the target market for this tech honestly. Still only 11GB RAM, even if 50% faster, making it a nonsense purchase for Deep Learning enthusiasts (state-of-art models are already larger). Unless somebody invented RTX-based coin of course, then this…
>70-90% price increase... And prices were already inflated by crypto If you are going off the inflated prices, this is hardly a price increase at all. 70% is the increase from 1080 Ti release price, not from the inflated crypto prices.
Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing
#220Anyone know if the raytracing cores on these things can be used to accelerate Shadertoy style raymarching stuff? This technique has been threatening to break through into the mainstream for a while now.
https://github.com/Microsoft/DirectX-Graphics-Samples/tree/m...
This is basically a rewrite of iq's primitive shadertoy using DXR, with additional, non-SDF objects like metaballs. https://www.shadertoy.com/view/Xds3zN
I'm not sure how much of a speed up you'd get from using this API though. Most of the complex shadertoy shaders are unoptimized and brute-force given the limitations of the environment, and you can render similar scenes without a raytracing API using similar techniques in more efficient ways. The talk on Claybook at GDC 2018 or Alex Evan's Siggraph 2015 talk are good examples of ways to scale procedural sign distance field rendering. They both assume dynamic scenes or user edited content, there are probably other tricks that could be used to accelerate mostly static content.