Nvidia’s GeForce RTX 2080 and RTX 2080 Ti Push the Limit of Gaming Graphics(en.businesstimes.cn)
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Nvidia’s GeForce RTX 2080 and RTX 2080 Ti Push the Limit of Gaming Graphics
http://en.businesstimes.cn/articles/102289/20180828/nvidia-s-geforce-rtx-2080-and-rtx-2080-ti-push-the-limit-of-gaming-graphics.htm
11 comments
This blog post is just an outline of the Nvidia PR. I don't know how anyone can claim it will "Push the Limit of Gaming Graphics" when there aren't even benchmarks. No one knows how these cards will perform.
This x100. It's weird how so many sites, tomshardware being the most infamous of this recently, are trying to push the hype on these cards with so little information.
Take a peep at the comments on this article below --- https://www.tomshardware.com/news/nvidia-rtx-gpus-worth-the-...
Take a peep at the comments on this article below --- https://www.tomshardware.com/news/nvidia-rtx-gpus-worth-the-...
It's not unique to TomsHardware, though they are a prominent offender. Look up "reviews" for any tech product, almost every article will be mostly copy and paste from PR. This is on purpose: any marketing agency worth their salt will have relationships with major publishers to get content promoted and editorialized. It even happens with indie people with large social media followings. See the agency Social Native, for example.
tl;dr everything is astroturfed
tl;dr everything is astroturfed
People with engineering samples do know, so maybe bloomberg have been in contact with one? Also see the wccftech leaks. These cards seem to perform close to nVidia's own estimates so far. This isn't to say that they aren't way pricier than the current 10x0 equivalents - you're paying twice the price for (generously) 150% the performance in gaming benchmarks. On the other hand, the ray-tracing core is quite important for anyone doing GPU rendering and the 2080(ti) should be a hit with architects, designers, animators etc - at least those who can't afford a Quadro (there is an entire order of magnitude difference in price). They also have tensor cores that can carry out low-precision matrix mathematics with good speed, which is important for neural networks. All these cores are also all on one chip and share memory, so the results of one can be used by the other with no costly memory copies. There are workloads where these cards will be twice as fast as the current ones. You'll have to wait for benchmarks and see if game studios and software vendors can adapt to all the new features present. I'll just point out that Microsoft unveiling a ray-tracing API for DirectX wasn't entirely just their own idea and showing it off not long before the RTX was announced is no coincidence.
> These cards seem to perform close to nVidia's own estimates so far
Considering they provided none to benchmark gaming, I am not sure what you mean here.
> You'll have to wait for benchmarks and see if game studios and software vendors can adapt to all the new features present.
The title is that the cards will "Push the Limit of Gaming Graphics" so this is the only relevant claim here. If it is anything like DX12, we won't see meaningful differences for a long time. Every game I have that "supports" DX12 (i.e. flagship Rise of the Tomb Raider) does not work with DX12 without artifacting problems [0][1].
[0] https://forums.geforce.com/default/topic/1026296/geforce-dri...
[1] https://steamcommunity.com/app/391220/discussions/0/45185257...
Considering they provided none to benchmark gaming, I am not sure what you mean here.
> You'll have to wait for benchmarks and see if game studios and software vendors can adapt to all the new features present.
The title is that the cards will "Push the Limit of Gaming Graphics" so this is the only relevant claim here. If it is anything like DX12, we won't see meaningful differences for a long time. Every game I have that "supports" DX12 (i.e. flagship Rise of the Tomb Raider) does not work with DX12 without artifacting problems [0][1].
[0] https://forums.geforce.com/default/topic/1026296/geforce-dri...
[1] https://steamcommunity.com/app/391220/discussions/0/45185257...
> mining-related GPU sales only account for 9 percent of its sales in the first quarter of 2018 as the majority of its revenue still comes from the gaming sector.
Doubt. is this just me?
Doubt. is this just me?
You don't have to speculate. Since nVidia is a public company their 10-K tells you everything [1].
"GPU business revenue was $2.77 billion...OEM sales included $289 million related to GPUs for cryptocurrency mining."
289/2777 = 10.4%
[1] https://s22.q4cdn.com/364334381/files/doc_financials/quarter...
"GPU business revenue was $2.77 billion...OEM sales included $289 million related to GPUs for cryptocurrency mining."
289/2777 = 10.4%
[1] https://s22.q4cdn.com/364334381/files/doc_financials/quarter...
I mean it’s still technically the gaming sector if scalpers buy available stock, hold it and mark it up to the moon.
I believe the miners are buying up the chips not the cards anymore
I am interested to see to what degree the Ray tracing improves realism and is adopted by major game engines and how difficult it is to use.
The advantage of ray tracing is all about reflections - not just with glossy reflective surfaces.
A ray-traced scene can have correct reflections, radiosity, shadows, etc. Reflections also lose their resolution limit, since they are no longer accomplished with a temporary camera.
As far as usage goes, that is very dependent on an engine's current rendering pipeline. The main difference would be with the way fragment shaders work. Instead of rasterizing triangles, you ray-trace a scene.
This also changes the way shadows are mapped, and the way reflections are done.
Here is a nice page I found with a lot more detail:
https://github.com/LWJGL/lwjgl3-wiki/wiki/2.6.1.-Ray-tracing...
A ray-traced scene can have correct reflections, radiosity, shadows, etc. Reflections also lose their resolution limit, since they are no longer accomplished with a temporary camera.
As far as usage goes, that is very dependent on an engine's current rendering pipeline. The main difference would be with the way fragment shaders work. Instead of rasterizing triangles, you ray-trace a scene.
This also changes the way shadows are mapped, and the way reflections are done.
Here is a nice page I found with a lot more detail:
https://github.com/LWJGL/lwjgl3-wiki/wiki/2.6.1.-Ray-tracing...