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Every GPU That Mattered

sheets.works

91–100 of 217 posts

Re: Every GPU That Mattered

#91

It's probably just me being out of touch, but I don't think the GeForce RTX 4000 or 5000 series really mattered/matters that much. At the same time I'd add the S3 ViRGE and the Matrox G200. Both mattered a lot at the time, but not long term.

Recency bias probably, Iirc I think the 3000 and 4000 series did make significant improvements on RTX performance so compared to the 2000 series it's far more useful today.

4000 certainly did, the "shader execution reordering" gave an meaningful uplift to tasks that "underutilized warp units due to scattered useful pixels".

it seems to have helped path tracing by a lot.

Re: Every GPU That Mattered

#93

It's probably just me being out of touch, but I don't think the GeForce RTX 4000 or 5000 series really mattered/matters that much. At the same time I'd add the S3 ViRGE and the Matrox G200. Both mattered a lot at the time, but not long term.

Recency bias probably, Iirc I think the 3000 and 4000 series did make significant improvements on RTX performance so compared to the 2000 series it's far more useful today.

I think their point is RTX is not useful.

Re: Every GPU That Mattered

#97

I think pairing RX 5700 XT with Control as the "defining game" is an interesting choice, considering the facts 1. AMD cards were incapable of RT at the time and 2. Control was basically the first game with a good, comprehensive RT implementation that had a massive positive impact on the graphics.

> massive positive impacts on graphics I remember the main noticeable difference being ray traced reflections. However that was mostly on immovable objects in extremely simple scenes (office building). Old techniques could've gotten 90% there using cubemaps, screen space reflections, and/or rasterized overlays for dynamic objects like player characters. Or maybe just completely rasterize them, since the scenes are so…

The most impressive part of Control's RT (on PC at least) was that it very much applied to (most) dynamic objects - and it features a TON of dynamic destruction.

The "office building" setting meant resticted areas, sure, but it features TONS of reflections - especially transparent reflections (which are practically impossible to decently approximate with screen space techniques).

Oh, and: The Northlight Engine already did more than most other engines at the time to get "90% there" with a ton of hybrid techniques, not least being one of the pioneers regarding realtime software GI.

Re: Every GPU That Mattered

#100
post #68

It's probably just me being out of touch, but I don't think the GeForce RTX 4000 or 5000 series really mattered/matters that much. At the same time I'd add the S3 ViRGE and the Matrox G200. Both mattered a lot at the time, but not long term.

Or the S3 Savage3D, which, while being inferior to the TNT2, pioneered texture compression. https://en.wikipedia.org/wiki/S3_Texture_Compression

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