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Red Dead Redemption 2: PC graphics benchmark review (revisited)





We take a renewed 2020 look at Red Dead Redemption II. We have retested almost 30 graphics cards on the Windows PC platform gaming-wise relative towards graphics card performance with the latest AMD/NVIDIA graphics card drivers. Multiple graphics cards are being tested and benchmarked. We have a look at performance with the newest graphics cards and technologies.
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Undying
Senior Member
Posts: 14873
Senior Member
Posts: 14873
Posted on: 07/27/2020 09:07 AM
what's up with the 70% gpu usage ?
1470
Cpu bottleneck. All 8threads maxed out.
what's up with the 70% gpu usage ?
1470
Cpu bottleneck. All 8threads maxed out.
macatak
Senior Member
Posts: 1210
Senior Member
Posts: 1210
Posted on: 07/27/2020 11:20 AM
from the article....
"Our test PC was outfitted with this heavy set up to prevent and remove CPU bottlenecks that could influence high-end graphics card GPU scores."
"
Much to my surprise, the game supports the Vulkan API. We found no significant enough performance differences though after a quick run back and forth. For this test (and we are very GPU bound), DX12 is marginally faster."
more like CPU Bound
Cpu bottleneck. All 8threads maxed out.
from the article....
"Our test PC was outfitted with this heavy set up to prevent and remove CPU bottlenecks that could influence high-end graphics card GPU scores."
i9-9900K
# of Threads 16"
DX12 and Vulkan
Much to my surprise, the game supports the Vulkan API. We found no significant enough performance differences though after a quick run back and forth. For this test (and we are very GPU bound), DX12 is marginally faster."
more like CPU Bound
erho
Member
Posts: 28
Member
Posts: 28
Posted on: 07/27/2020 09:19 PM
This is incorrect, and appears to be based on a mis-interpretation of the following
One Network For All Games - The original DLSS required training the AI network for each new game. DLSS 2.0 trains using non-game-specific content, delivering a generalized network that works across games. This means faster game integrations, and ultimately more DLSS games.
But further on states
"Using our Neural Graphics Framework, NGX, the DLSS deep neural network is trained on a NVIDIA DGX-powered supercomputer.
DLSS 2.0 has two primary inputs into the AI network:
Low resolution, aliased images rendered by the game engine
Low resolution, motion vectors from the same images -- also generated by the game engine
Motion vectors tell us which direction objects in the scene are moving from frame to frame. We can apply these vectors to the previous high resolution output to estimate what the next frame will look like. We refer to this process as ‘temporal feedback,’ as it uses history to inform the future."
In the part I bolded, they are not talking about the training phase, but about DLSS 2.0 running in-game on the end-users hardware.
Imo, Nvidia is clearly stating "no per-game training" everywhere and I don't see any reason to think DLSS 2.0 would work otherwise.
This is incorrect, and appears to be based on a mis-interpretation of the following
One Network For All Games - The original DLSS required training the AI network for each new game. DLSS 2.0 trains using non-game-specific content, delivering a generalized network that works across games. This means faster game integrations, and ultimately more DLSS games.
But further on states
"Using our Neural Graphics Framework, NGX, the DLSS deep neural network is trained on a NVIDIA DGX-powered supercomputer.
DLSS 2.0 has two primary inputs into the AI network:
Low resolution, aliased images rendered by the game engine
Low resolution, motion vectors from the same images -- also generated by the game engine
Motion vectors tell us which direction objects in the scene are moving from frame to frame. We can apply these vectors to the previous high resolution output to estimate what the next frame will look like. We refer to this process as ‘temporal feedback,’ as it uses history to inform the future."
In the part I bolded, they are not talking about the training phase, but about DLSS 2.0 running in-game on the end-users hardware.
Imo, Nvidia is clearly stating "no per-game training" everywhere and I don't see any reason to think DLSS 2.0 would work otherwise.
Astyanax
Senior Member
Posts: 9512
Senior Member
Posts: 9512
Posted on: 07/27/2020 09:48 PM
Yes they are
In the part I bolded, they are not talking about the training phase
Yes they are
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Senior Member
Posts: 1210
what's up with the 70% gpu usage ?
1470