Metro Exodus - Official gameplay video
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asturur
If you see stopping bashing at each other, is clear what is going on.
Amd has nothing on the plate.
If they wanted to give you another top card for 700 dollars, they would do the equivalent of a 1080ti with no RTX and no Turing.
There are 2 new technologies here and they are putting a premium price on them.
at 1300$ this is still the fastest card you can buy, it can still do more fps of a 1080ti at 4k i believe ( we will find out shortly from reviews ) If is worth the price it all depends on your economic situation and willing to spend.
-Tj-
Well AMD doesn't exactly have tensor core like perf, but it can do half precision np I think 8int too, nv goes low as 4int if I'm not mistaken. That said AMD can do hw rendering rtx as well, not as fast as NV though, or maybe too. We will see when we actually have a working rtx game..
wavetrex
http://dl.wavetrex.eu/2018/rtx-fail.jpg
GOTCHA!
Typical artifacts of partial raytracing, visible in any RT software that exists until the ray density reaches a certain point.
Nvidia is not doing "Realtime Raytracing", it's only doing a small sampling of rays per frame, then probably blurring the output with "DLSS" and merging with the rest of the frame.
However, in very high contrast areas this process fails, resulting in the pixelated visual artefacts (Marked by my orange arrows)
What's also visible in this screenshot is that raytracing calculations are lower in resolution than rendering calculation, so not even 1080p !
Those points in that light/shadow are about twice the size of a pixel on the screen and have a soft blur, from which I deduct that raytracing calculation is done at half the resolution of normal rendering, and in this case at 960x540, upscaling the result.
(Edit: And I think it's only doing raytracing once per two frames from what my eyes can tell by watching that part of the video a few times. The raytraced light pixels "linger" a bit behind. So half the res, half the framerate... of an already low resolution of 1080p and only 60fps.
This tech is definitely not ready for prime time, even the highest end GPU 2080 Ti is still WAY too slow for proper realtime raytracing.
Jensen was correct about one thing in his hour long spewing of lies: Realtime raytracing is still 10 years away. YES CEO dude, it is. And all you're selling us now is bulls**t fakes.)
For those that want to see with their own eyes how raytracing actually builds a frame in a scene, get this demo (from Guru3D):
http://downloads.guru3d.com/Frybench-download-2709.html
Frybench draws every rendered pixel live on the framebuffer, meaning you can see the initial pixelated result and then it gets better as more and more rays add to the final image.
To slow down the process and make it more obvious, restrict it to one thread only.
XenthorX
wavetrex
Gigarays = BILLION rays /second.
You said "8 million", so your calculations are totally off.
If indeed it was capable of shooting 8 billion rays/second, that's 64 rays per pixel at 1080p 60fps, more than enough to get several reflections and refractions for EVERY pixel in the frame.
But the 6 or 8 or 10 "gigarays" or billion rays/second are a total lie, and I'm 100% sure it will be proven as a blatant lie by those people that actually understand how raytracing works, after they get their hands on the Turing cards.
Stormyandcold
Wavetrex - I think most enthusiasts here understand that DX12 RT is merely a "slice" (this is how I describe it) of RT. No-one is under any illusion that what we're getting in real-time games is anywhere near the quality of the Star wars demo or in movies. However, I still feel that this "slice" is better than all other lighting methods produced by rasterization.
XenthorX
Toadstool
Ray tracing looked really good at some points and I'm excited to see how it pans out over the coming years. Overall though, I'm not all that impressed, it looks more like cranking up the contrast than anything game changing. The improvements to shadows and reflections, while cool, are the type of thing that's easy to miss, especially in a fast paced game.
milamber
The lighting looks nice with RTX but it also looks overlit. That might not actually be the fault of RTX, though. My monitor isn't the greatest and developers seem to default to washed-out contrast/gamma so I always have to use ReShade to correct it.
Alvin Widiawan
Ray tracing looks good, but i see drop performance signifcantly when enable RTX on video , may be need few years later to create far powerfull GPU than now
Andrew LB
StewieTech
Damn! Games are getting pretty realistic. 😯
AMDfan