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Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

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Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#301

Earlier quoted context omitted.

"Reality", in our case, is based on conversations with a few dozen customers who use our products as well as the actively publishing researchers we know personally. The majority of sampled customers are training convnets of some fashion, the most common being Yolo/SSD and ResNet.

Most people I know are just using Google Cloud. Directly integrated with Tensorflow, and way more scalable. I can run 10 GPUs on my model training runs and finish in an hour now when they used to take at least 2 or 3 days, and it took absolutely no work on my end. It’s been absolutely wonderful for my productivity. The price doesn’t matter either because compared to how much the people are being paid at these sorts o…

Does Google Cloud run anything other than Tensorflow well? Specifically, I'm wondering about PyTorch.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#302

Earlier quoted context omitted.

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.

I mean, it'd be exciting if true. 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…

Raytracing API is coming to Vulkan too. See here:

http://on-demand.gputechconf.com/gtc/2018/presentation/s8521...

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#303

Title is clickbait, 6 x performance gain is for ray tracing only, which is normal, Pascal cards didn't have the ray tracing muscle of the new cards.

Why do you need major performance increases for old looking games that are already maxing out your monitor's refresh rate? Next you're gonna say programmable shaders are overkill.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#304
post #6

2080 Ti FE RTX 2080 Ti GTX 1080 Ti Price $1,199 $999 $699 GPU Architecture Turing Turing Pascal Boost Clock 1635 MHz 1545 MHz 1582 MHz Frame Buffer 11 GB GDDR6 11 GB GDDR6 11 GB GDDR5X Memory Speed 14 Gbps 14 Gbps 11 Gbps Memory Interface 352-bit 352-bit 352-bit CUDA Cores 4352 4352 3584 TDP 260W 250W 250W Giga Rays 10 10 ? 2080 FE RTX 2080 GTX 1080 Price $799 $699 $549 GPU Architecture Turing Turing Pascal Boost Clo…

The approximate Giga Rays for the 1080TI was given in the presentation somewhere around 1 giga ray. :)

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#305
Stats that matter for deep learning: 616 GB/s Memory Bandwidth, 11GB memory. About 27% improvement over 1080Ti, assuming mem b/w is bottleneck. 11GB is too low - business decision to segment gaming and deep learning markets.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#306
post #102

Earlier quoted context omitted.

The point was different - it is way too expensive for regular gamers, 2080Ti likely won't be able to do 4k@60Hz like 1080Ti couldn't either and 10 games featuring RTX in the nearly future is not a sufficient draw, especially when some of the effects now look subjectively worse with RTX ON (see those shadows from multiple lights above dancing people from Jenson's demo). So the question remains - who is the real target…

> it is way too expensive for regular gamers Gamers arent kids anymore. Amongst my friends that game, most are nearly 30 working excellent jobs in software.

I work in software, and I definitely can't spend that much on a GPU, a normal 2080 is more than my monthly rent. The prices are nuts.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#307

Why would we want raytracing as for 'gaming' as opposed to the rasterizers we have now? Is this a gimmick or are there algorithms for post processing and the like that could take advantage of this?

Rasterization will always win for primary rays. It's the secondary rays that are interesting: reflections, soft shadows, ambient occlusion.

There are hacks to do the same things with rasterization and screen space image tricks but they need to be customized with the art. E.g. shadow maps can provide fake soft shadows but all shadow mapping techniques need fine tuning to look good in a certain scene.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#308
post #172
post #167

Earlier quoted context omitted.

It's a spectrum. Not every professional wants and/or can afford the top end cards. Many professionals (i.e. those who make money doing a thing) have been using high-end gaming cards for work pretty much since they existed. There's also the long-running debate as to the actual value of the 'pro' line of video cards for non-mission critical purposes (enough of one that nVidia in their license prohibited the use of gami…

But they are the low-to-mid segment of professionals doing weddings and local business presentations with median income around $50k. The ones doing interesting work can't live without real 10-bit HDR on calibrated 4k screens for realistic printing/video projections, without proper 5k+ RAW cameras and top-end lens etc. and those are extremely expensive.

>But they are the low-to-mid segment of professionals doing weddings and local business presentations with median income around $50k

Yeah, tell that to the Octane Render community. There's plenty of incredible starving artists using consumer GPUs in their workflow to render top-notch work.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#309
post #7

Using DNN for generating higher resolution images[1] in realtime at fraction of the performance cost is quite brilliant. Is there any info it if this is nvidia proprietary technology or general feature of DirectX Raytracing that will eventually be available also from AMD and Intel? [1] Though showing CT/medical imaging as one of it's applications is a big no-no

> Is there any info it if this is nvidia proprietary technology or general feature of DirectX Raytracing that will eventually be available also from AMD and Intel?

This is a general feature of their RTX 'pipeline', not just DirectX, so I imagine Vulkan will introduce support eventually. Whether AMD will be able to put it into GPUs is a different story, but it appears they are doing some of their own work in the area of Tensorflow so they may provide their own equivalent.

> Though showing CT/medical imaging as one of it's applications is a big no-no

Why is that? They weren't showing it as an application of their higher res image DNNs, that was just an example of where they have used DNNs in general.

Re: Nvidia announces RTX 2000 GPU series with ‘6x more performance’ and ray-tracing

#310

Earlier quoted context omitted.

Depends what you mean by 'needs'. The combination of dedicated ray tracing acceleration hardware and APIs to drive it with some remarkable advances in denoising, in part driven by deep learning plus associated dedicated hardware, means that we are at a threshold where hybrid techniques that mix rasterization with ray tracing are viable for games and can advance the state of the art in real time rendered image quality…

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.

> 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.

Depends on the LOD and number of lights you want. You can get a better image than raster using only one or two shadow/reflection bounces and several lights. At 10 Giga rays, the 2080TI could do 166,666,666 rays per frame at 60fps. 4k screens have 8,294,400 pixels, so for every pixel you could have one initial ray with at maximum 19 shadow rays. Of course when you introduce a few reflection bounces etc. it becomes significantly less rays/pixel.

This would absolutely max out the RT cores to their theoretical limit, so I imagine we will stick with hybrid for a while but I think 1000x is an extreme estimate.

(Unless of course my math is wrong here.)

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