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Nvidia and GamesCom MEGATHREAD.RTX 2080/Ti (FIRST BENCHMARKS COMING OUT) NDA lifted.

LZoltowski
Champion
Made this thread so that we can all discuss the Nvidia announcements and anything else juicy being revealed at GamesCom 2018

EDIT 5

GeForce RTX 2080 3DMark Time Spy Benchmark Leak Approaches Titan Xp Performance


https://wccftech.com/nvidia-geforce-rtx-2080-3dmark-timespy-score-leaked-clocked-at-2ghz-and-beats-a... https://hothardware.com/news/geforce-rtx-2080-3dmark-timespy-benchmark-leak-titan-xp-performance


EDIT 4

Nvidia 2080 first benchmarks:

Nvidia Shares RTX 2080 Test Results: 35 - 125% Faster Than GTX 1080

https://www.tomshardware.com/news/nvidia-rtx-2080-gaming-benchmarks-rasterized,37679.html

Under certain conditions, 50%< most likely across the board without the use of AI-powered anti-aliasing.

We’re not expecting to average 50%-higher frame rates across our benchmark suite. However, enthusiasts who previously speculated that Turing wouldn’t be much faster than Pascal due to its relatively lower CUDA core count weren’t taking underlying architecture into account. There’s more going on under the hood than the specification sheet suggests.

This is what I mentioned earlier. Now the 2080 Ti has almost 50% more Turing CUDA cores than the 2080, holy shit, that thing is going to be a beast.


EDIT 3
Here is how to watch:
  • UK: 5PM BST
  • Central Europe: 6PM CEST
  • East Coast US: 12PM EDT
  • West Coast US: 9AM PDT
  • Japan: 3AM JST Tuesday 21 August
You can watch the event Live here:

https://www.twitch.tv/nvidia?tt_content=text_link&tt_medium=live_embed


EDIT 2
RTX 2080 at the Cologne event is pretty much confirmed in 2 more days!

Nvidia has posted a trailer/teaser that has some interesting clues about the next gen cards.

https://www.youtube.com/watch?v=F7ElMOiAOBI

EDIT 1
Nvidia announces QUATRO workstation cards based on Turing Technology and RTX (Real-Time Raytracing)
Interesting tidbit from Nvidia press release on new Quadros:
  • New RT Cores to enable real-time ray tracing of objects and environments with physically accurate shadows, reflections, refractions and global illumination.
  • Hardware support for USB Type-C™ and VirtualLink™(1), a new open industry standard being developed to meet the power, display and bandwidth demands of next-generation VR headsets through a single USB-C™ connector.
  • New and enhanced technologies to improve the performance of VR applications, including Variable Rate Shading, Multi-View Rendering and VRWorks Audio.
Press release: https://nvidianews.nvidia.com/news/nvidia-unveils-quadro-rtx-worlds-first-ray-tracing-gpu?linkId=100000003236181


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847 REPLIES 847

jeff_cress
Honored Guest
at 24:15 he talks a little about "variable rate shading so that we can do things like foveated rendering" had me hyped 
https://www.youtube.com/watch?v=Mrixi27G9yM&t=21s

nrosko
Superstar


at 24:15 he talks a little about "variable rate shading so that we can do things like foveated rendering" had me hyped 
https://www.youtube.com/watch?v=Mrixi27G9yM&t=21s


Yeah but i think he meant for pancake rather than eye tracked VR. 

MowTin
Expert Trustee

nrosko said: Yeah but i think he meant for pancake rather than eye tracked VR. 

Foveated rendering doesn't make sense for pancake games. I think it work without eye tracking since in VR you mostly look where your head is pointing 90% of the time. 
i7 9700k 3090 rtx   CV1, Rift-S, Index, G2

MowTin
Expert Trustee

kojack said:
Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.
DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.

But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution. 
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bigmike20vt
Visionary

MowTin said:


kojack said:
Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.
DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.

But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution. 

I am not an expert so if you are saying i am wrong and DLSS is going to run on 4k images in games and then work its magic to look the equivalent of 8 or 16k then scale back down to 4k so be it... however the stuff i am reading is that those demos we have seen to get the big performance jumps were running on less than 4k output.

now so not get me wrong it looks really interesting stuff however until it is in the wild and not running under very controlled conditions i am not 100% convinced.
does it matter so long as it runs well and looks good? arguably not but having read pages and pages about how ps4pro does not do proper 4k (not here necessarily) i think it is only fair to do apples with apples.
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Anonymous
Not applicable
We'll only know how it performs after it has been run through a few benchmarks, although I'm not expecting many of these benchmarks to be VR titles unfortunately.

LZoltowski
Champion



MowTin said:


kojack said:
Yep. Super Sampling is about rendering more pixels than on the screen then down scaling.
DLSS seems to be rendering lower res then up scaling using neural networks trained to fill in the gaps.

But he said it wasn't 4K. That's not true. Supersampling renders everything at a higher res and then downscales it to your HMD or screen's resolution. 

I am not an expert so if you are saying i am wrong and DLSS is going to run on 4k images in games and then work its magic to look the equivalent of 8 or 16k then scale back down to 4k so be it... however the stuff i am reading is that those demos we have seen to get the big performance jumps were running on less than 4k output.

now so not get me wrong it looks really interesting stuff however until it is in the wild and not running under very controlled conditions i am not 100% convinced.
does it matter so long as it runs well and looks good? arguably not but having read pages and pages about how ps4pro does not do proper 4k (not here necessarily) i think it is only fair to do apples with apples.

DLSS has higher performance results because you are basically turning off TXAA anti-aliasing ... and letting Tensor Cores running the Neural Network do the job, so basically offloading the heavy lifting from the CUDA cores onto Tensor cores. This frees up the CUDA cores to do its raster stuff. From what I can gather it upscales the image beyond panel res (8K?) so that everything looks cleaner. (you can do this now, run a game at ultra settings in 4K and TXAA turned on .... it will give you x FPS, turn TXAA off and you will get a huge FPS boost)

So I bet it's not only filling in the gaps, but upsampling the image (if on a 4K monitor it would 2x it ... so imagine setting SS to 2.0 on your rift, same display panel, buit this is now handled by new cores, not the main gpu)

Jensen spoke about "jitters" ... multiple samples of the same image but with different aliasing errors and artefacts and you feed it one perfect/ideal frame to compare, it then figures out how edges and details behave in the given game, I am expecting the Naural network learns lighting, motion, objects, colours etc .... 
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LZoltowski
Champion
This is all speculation of course

Also how desensitised have we become to new technology!? It's almost like no one gets impressed anymore about, ANYTHING.

If you told me 5 years ago my graphics card would have a Neural Network and AI running to compute what I see on screen I would tell you, you should stop taking LSD. 😐
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Be kind to one another 🙂

Fazz
Honored Visionary
So how are devs going to make games from now on? Do they continue doing what they are doing to make game look good without Ray Tracing, or do they do Ray Traced games only to save themselves some time? Not everyone is going to get these cards at that price, so what will devs do about this conundrum?

LZoltowski
Champion

RedRizla said:

So how are devs going to make games from now on? Do they continue doing what they are doing to make game look good without Ray Tracing, or do they do Ray Traced games only to save themselves some time? Not everyone is going to get these cards at that price, so what will devs do about this conundrum?

Its gonna be part of Nvidia Game Works API, and optional, many AAA titles usually have some sort of game works feature in them, like hair, Special Shadows, Special AO etc (HBAO+ Ambient Occlusion is exclusive to Nvidia cards, but a huge selection of games use it) all settings are optional. (I believe since modern engines use PBR textures, it will be fairly easy to say .. use RTX reflections on this material via checkbox, since Unity and Unreal will have support for it)
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