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#1061
Well I see prices coming down on the Titan XP lately .....alot. Maybe I'll get one of those later. Right now I'm very happy with my old 1080Ti FTW3
Well I see prices coming down on the Titan XP lately .....alot. Maybe I'll get one of those later. Right now I'm very happy with my old 1080Ti FTW3
Yeah, no point in upgrading if there's no need. But currently I'd go for any Turing card rather than Volta or Pascal, if building a new system.
Guess I'm in no hurry for the new Nvidia cards with that big performance hit on Ray Tracing. Maybe as it matures I'll look then.
Did you guys know that the PowerVR mobile chip can also do real-time Ray Tracing at 6GigaRays/second? And this was 2 years ago.
If a mobile chip can do it, then a Desktop GPU chip can do it too.
https://www.imgtec.com/blog/video-ra...owervr-wizard/
I understand how it works but visually you really won't notice that much that is what i'm saying in a nutshell Tombraider looked horrible in game play
I can't judge without seeing more for myself i am sure the card does what NVIDIA says it does but drivers needs to be matured the worst that can happen is it will be a flop but in the back of my mind i think they'll pull it off
Too many people with crazy notions this is a gimmick of sorts sounds like it but this is the first Gen of this technology i am sure by the 3rd Generation of the AI and Ray tracing tech advances it will be the norm
The problem with that game could be the following:
- If it used Microsoft DXR, then that code is far from complete.
- The neural net has most likely not been trained properly yet.
- No DLSS available, which forces the devs to lower the average amount of rays per screen pixel in order to calculate all pixels in time.
- The engine has still code residues of old type of rendering techniques even when RT was enabled.
- They had a lot of debugging features enabled.
- Ray tracing requires 360degree 3d space calculations and if that engine is slow in lets say 90degrees calculations then it becomes really slow when the whole world has to be calculated.
- material definitions are not yet properly setup
All this could contribute to both visual quality and performance.