No Raytracing for NAVI 5700 series. Disappointed?

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rzxv04

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Poll No Raytracing for NAVI 5700 series. Disappointed? (42 votes)

Kinda. 26%
Not really. 74%

No Raytracing for NAVI 5700 series. Disappointed?

Reserved for 5800 series 2019 or 2020 cards?

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Fedor

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#51 Fedor
Member since 2015 • 11704 Posts

Console kid delusions are my favorite part of this forum.

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ronvalencia

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#52  Edited By ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:
@ronvalencia said:
@nfamouslegend said:

Just as I thought. Also both the PS5 and Xbox2 are based on Navi 20, the card that launches next year. Featuring the true RDNA architecture, higher efficiency, and dedicated RT cores.

Sony has to confirm "hardware accelerated ray-tracing" since Sony already has shader based ray-tracing with PS4's Kill-Zone ShadowFall.

https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

"So what we do is find a reflection for every pixel on screen, we find a reflection vector that goes into the screen and then basically start stepping every second pixel until we find something that's a hit. It's a 2.5D ray-trace... We can compute a rough approximation of where the vector would go and we can find pixels on-screen that represent that surface. This is all integrated into our lighting model."

"It's difficult to see where one system stops and another begins. We have pre-baked cube maps and we have real-time ray-traced reflections and then we have reflecting light sources and they all blend together in the same scene," adds Michiel van der Leeuw

That's not ray-tracing. SSR is not ray-tracing and Crytek did it first with Crysis 2 in 2011.

FYI, Crytek's recent demo has SSR disabled.

https://www.overclock3d.net/news/software/crytek_discusses_ray_tracing_within_cryengine_-_works_on_an_rx_vega_56/1

Even with KillZone Shdows Fall's solution, rays are still being fired.

Expensive rays are the Hierarchical Ray-tracing e.g. bounding volume hierarchy.

https://www.ea.com/frostbite/news/stochastic-screen-space-reflections

According to EA DICE, their Frostbite screen-space-reflections is ray-tracing e.g.

In order to reduce the number of rays needed, we ray-trace at half-resolution, and reuse the rays shot from adjacent pixels in Monte Carlo integration. We can resolve to full resolution using several rays per pixel, but pay a small fraction of the ray-tracing.

"Variable Shading Rate" and de-noise tricks are important to speed up rendering times.

RTX version = less workaround, "less compressed pixels" :p RTX speeds up bounding volume hierarchy search tree and triangle/ray intersect test (branch test)

For RTX cores

  • independent fetch functions, one doesn't want compute TMU's fetch functions to be heavy loadeded.
  • bounding volume hierarchy's intersection test functions, one doesn't want compute shader branch functions to be heavy loaded.
  • triangle/ray intersect test functions, one doesn't want compute shader branch functions to be heavy loaded.

The basic idea is like doing MSAA on shaders like Radeon HD 2900 or doing it on ROPS's MSAA units like on Radeon HD 3870.

Microsoft specifically used "hardware acceleration" terminology with "acceleration" wording. GPU is still hardware.

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PC_Rocks

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#53 PC_Rocks
Member since 2018 • 8508 Posts

@ronvalencia said:
@pc_rocks said:
@ronvalencia said:
@nfamouslegend said:

Just as I thought. Also both the PS5 and Xbox2 are based on Navi 20, the card that launches next year. Featuring the true RDNA architecture, higher efficiency, and dedicated RT cores.

Sony has to confirm "hardware accelerated ray-tracing" since Sony already has shader based ray-tracing with PS4's Kill-Zone ShadowFall.

https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

"So what we do is find a reflection for every pixel on screen, we find a reflection vector that goes into the screen and then basically start stepping every second pixel until we find something that's a hit. It's a 2.5D ray-trace... We can compute a rough approximation of where the vector would go and we can find pixels on-screen that represent that surface. This is all integrated into our lighting model."

"It's difficult to see where one system stops and another begins. We have pre-baked cube maps and we have real-time ray-traced reflections and then we have reflecting light sources and they all blend together in the same scene," adds Michiel van der Leeuw

That's not ray-tracing. SSR is not ray-tracing and Crytek did it first with Crysis 2 in 2011.

FYI, Crytek's recent demo has SSR disabled.

Even with KillZone Shdows Fall's solution, rays are still being fired.

Expensive rays are the Hierarchical Ray-tracing.

KZ:SF didn't use ray-tracing.

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ronvalencia

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#54  Edited By ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:
@ronvalencia said:
@pc_rocks said:
@ronvalencia said:

Sony has to confirm "hardware accelerated ray-tracing" since Sony already has shader based ray-tracing with PS4's Kill-Zone ShadowFall.

https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

"So what we do is find a reflection for every pixel on screen, we find a reflection vector that goes into the screen and then basically start stepping every second pixel until we find something that's a hit. It's a 2.5D ray-trace... We can compute a rough approximation of where the vector would go and we can find pixels on-screen that represent that surface. This is all integrated into our lighting model."

"It's difficult to see where one system stops and another begins. We have pre-baked cube maps and we have real-time ray-traced reflections and then we have reflecting light sources and they all blend together in the same scene," adds Michiel van der Leeuw

That's not ray-tracing. SSR is not ray-tracing and Crytek did it first with Crysis 2 in 2011.

FYI, Crytek's recent demo has SSR disabled.

Even with KillZone Shdows Fall's solution, rays are still being fired.

Expensive rays are the Hierarchical Ray-tracing.

KZ:SF didn't use ray-tracing.

Tell that to Sony's Guerrilla Games. https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation

This presentation describes the physically based lighting pipeline of Killzone Shadow Fall. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover, it describes light rendering systems used in a new 3D engine built from the ground up for upcoming PlayStation 4 hardware. A novel real-time lighting model simulating physically accurate Area Lights will be introduced, as well as hybrid- raytraced/image based reflection system. We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.

EA DICE has grouped rays into expensive and cheap rays.

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ronvalencia

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#55  Edited By ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:
@ronvalencia said:
@pc_rocks said:

So much for next gen consoles doing 8K, 120FPS and ray-tracing. AMD said that even RDNA cards won't offer full screen ray-tracing support apart from some effects.

RTX couldn't do full screen real time ray-tracing without de-noise and filtering.

https://news.developer.nvidia.com/denoising-and-filtering-part-v-of-ray-tracing-gems/

Here is the forward for Part V, written by Jacob Munkberg, senior research scientist in NVIDIA’s real-time rendering research group:

“Denoising and filtering are integral parts of a ray tracing pipeline. In a real-time setting, one can afford only a handful of rays per pixel, often randomly distributed. Consequently, the result is inherently noisy. By combining these sparse (but correct) per-pixel evaluations with spatiotemporal filters, variance is drastically reduced at the cost of increased bias, which is often a reasonable trade-off in real-time rendering. Furthermore, each ray is a point sample, which can introduce aliasing. By prefiltering terms where possible, e.g., texture lookups, aliasing can be reduced. This part introduces several practical examples of denoising and filtering for real-time ray Tracing.

“Chapter 19, ‘Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising,’ presents a detailed overview of integrating ray tracing in a modern game engine. By combining rasterization with GPU-accelerated DirectX Raytracing and custom denoising filters, the authors reach previously unseen image fidelity at interactive rates. In two comprehensive demos they showcase soft shadows, glossy reflections, and diffuse indirect illumination.

http://cgicoffee.com/blog/2018/03/what-is-nvidia-rtx-directx-dxr

Reality check. What is NVIDIA RTX Technology? What is DirectX DXR? Here's what they can and cannot do

The above screenshot is RTX without de-noise pass.

NVIDIA RTX has RT(ray-tracing BVH search and intersect test hardware) and Tensor cores (de-noise)

-----------------

RDNA serves as the basis for AMD's hardware accelerated ray-tracing.

That is full screen RT. The entire scene is rendered with RT without rasterization. No. of rays per pixel/de-noising is irrelevant to what AMD is saying. They are explicitly saying certain lighting effects for their hardware solution.

For RTX, using de-noise to patch missing rays = not full screen ray-tracing, but being the best approximation for real time application.

AMD is saying global illumination ray-tracing context.

https://community.amd.com/community/radeon-pro-graphics/blog/2018/11/08/radeon-prorender-transforms-rendering-workflows-with-interactive-viewport-denoising

AMD added de-noise for their ProRender. AMD is aware of de-noise speed up tricks

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PC_Rocks

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#56 PC_Rocks
Member since 2018 • 8508 Posts

@ronvalencia:

De-noising doesn't mean it's not ray-traced.

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ronvalencia

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#57  Edited By ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:

@ronvalencia:

De-noising doesn't mean it's not ray-traced.

ProRender is built on Radeon Rays technology which is AMD's real time ray-tracing solution with version 3.0 includes BVH and RPM (rapid pack maths) speed up.

https://www.amd.com/en/technologies/radeon-prorender

AMD added de-noise. VII has AI RPM instructions, might as well use it.

AMD needs to add BVH acceleration to reduce completion clock cycles and/or reduce workload on common shader resource.

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#58 Calvincfb
Member since 2018 • 0 Posts

@scatteh316 said:
@calvincfb said:
@pc_rocks said:

So much for next gen consoles doing 8K, 120FPS and ray-tracing. AMD said that even RDNA cards won't offer full screen ray-tracing support apart from some effects.

Oh look, it's the hermits afraid of the next gen consoles LMFAO

It's even funnier when you find out what graphics card he has in his PC...........lmao......Lets just say it's not as powerful as Pro or X1X.

Isn't that like 99% of the hermits? They claim they have the best hardware, but all they have is a toy laptop.

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ronvalencia

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#59  Edited By ronvalencia
Member since 2008 • 29612 Posts

@Grey_Eyed_Elf said:

5800 series?... God no you really don't even want them to try.

The XT is only using 40 CU's and is at 220 watts.

They need to take this GCN hybrid and set it on fire and release their real next gen architechure before Nvidia hits them with 7nm... I mean the RTX 2070 has a lower TDP than the Pro and the pro is meant to compete with the RTX 2060 and it has dedicated ray tracing on the chip.

Remember when RTX came out and people went crazy at the prices?... Well its 10 months later and AMD matched the price to performance but doesn't have ray tracing and draws more power!

NAVI is not GCN. Dumping GCN wouldn't make any difference since AMD's VRM design is stupid since it lacks auto-under voltage smarts.

MS has beaten AMD's own RX-580's 185 watts 6 TFLOPS configuration with lower power consumption X1X's GPU 6 TFLOPS configuration which includes VRM auto-under voltage smarts.

TSMC's 1st gen 7 nm is not real 7nm until 2nd gen 7nm+ (20 percent improve transistor density when compared to 1st gen 7nm). TSMC has bullshit 7nm marketing.

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#60 PC_Rocks
Member since 2018 • 8508 Posts

@ronvalencia said:
@pc_rocks said:

@ronvalencia:

De-noising doesn't mean it's not ray-traced.

ProRender is built on Radeon Rays technology which is AMD's real time ray-tracing solution with version 3.0 includes BVH and RPM (rapid pack maths) speed up.

https://www.amd.com/en/technologies/radeon-prorender

AMD added de-noise. VII has AI RPM instructions, might as well use it.

AMD needs to add BVH acceleration to reduce completion clock cycles and/or reduce workload on common shader resource.

Irrelevant to what I said.

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ronvalencia

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#61 ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:
@ronvalencia said:
@pc_rocks said:

@ronvalencia:

De-noising doesn't mean it's not ray-traced.

ProRender is built on Radeon Rays technology which is AMD's real time ray-tracing solution with version 3.0 includes BVH and RPM (rapid pack maths) speed up.

https://www.amd.com/en/technologies/radeon-prorender

AMD added de-noise. VII has AI RPM instructions, might as well use it.

AMD needs to add BVH acceleration to reduce completion clock cycles and/or reduce workload on common shader resource.

Irrelevant to what I said.

Your statement is irrelevant to what I said.

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#62  Edited By deactivated-642321fb121ca
Member since 2013 • 7142 Posts
RTX 2080 TiTU102-300435211 GB GDDR614 Gbps
RTX 2080 SuperTU104-45030728 GB GDDR616 Gbps
RTX 2080TU104-40029448 GB GDDR614 Gbps
RTX 2070 SuperTU104-41025608 GB GDDR614 Gbps
RTX 2070TU106-40023048 GB GDDR614 Gbps
RTX 2060 SuperTU106-41021768 GB GDDR614 Gbps
RTX 2060TU106-20019206 GB GDDR614 Gbps

And Nvidia will respond.

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ronvalencia

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#63  Edited By ronvalencia
Member since 2008 • 29612 Posts

@Random_Matt said:
RTX 2080 TiTU102-300435211 GB GDDR614 Gbps
RTX 2080 SuperTU104-45030728 GB GDDR616 Gbps
RTX 2080TU104-40029448 GB GDDR614 Gbps
RTX 2070 SuperTU104-41025608 GB GDDR614 Gbps
RTX 2070TU106-40023048 GB GDDR614 Gbps
RTX 2060 SuperTU106-41021768 GB GDDR614 Gbps
RTX 2060TU106-20019206 GB GDDR614 Gbps

And Nvidia will respond.

NAVI 10 (RX 5700 series) effectively competing against TU106 level SKUs.

Polaris 10/20 (RX 480/580) effectively competing against GP106 level SKUs (GTX 1060).

RX Vega II is competing against pre-Super TU104. AMD stalls at 64 ROPS level SKUs

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#64  Edited By PC_Rocks
Member since 2018 • 8508 Posts

@ronvalencia said:
@pc_rocks said:
@ronvalencia said:
@pc_rocks said:

That's not ray-tracing. SSR is not ray-tracing and Crytek did it first with Crysis 2 in 2011.

FYI, Crytek's recent demo has SSR disabled.

Even with KillZone Shdows Fall's solution, rays are still being fired.

Expensive rays are the Hierarchical Ray-tracing.

KZ:SF didn't use ray-tracing.

Tell that to Sony's Guerrilla Games. https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation

This presentation describes the physically based lighting pipeline of Killzone Shadow Fall. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover, it describes light rendering systems used in a new 3D engine built from the ground up for upcoming PlayStation 4 hardware. A novel real-time lighting model simulating physically accurate Area Lights will be introduced, as well as hybrid- raytraced/image based reflection system. We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.

EA DICE has grouped rays into expensive and cheap rays.

Already did, and many articles later corrected it as well. They were lying as always and trying to pass someone else's work as their own. They are calling SSR ray-tracing which neither Nvidia nor Crytek did back in 2011 not in 2018 when RTX was unveiled. Crytek was the first company to implement SSR/image based lighting in a game. Funny the same source(DF) has done an entire explanatory video article on what SSR and ray-tracing is after RTX reveal.

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ronvalencia

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#65 ronvalencia
Member since 2008 • 29612 Posts

@pc_rocks said:
@ronvalencia said:
@pc_rocks said:
@ronvalencia said:
@pc_rocks said:

That's not ray-tracing. SSR is not ray-tracing and Crytek did it first with Crysis 2 in 2011.

FYI, Crytek's recent demo has SSR disabled.

Even with KillZone Shdows Fall's solution, rays are still being fired.

Expensive rays are the Hierarchical Ray-tracing.

KZ:SF didn't use ray-tracing.

Tell that to Sony's Guerrilla Games. https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall

https://www.guerrilla-games.com/read/killzone-shadow-fall-creating-art-tools-for-a-new-generation

This presentation describes the physically based lighting pipeline of Killzone Shadow Fall. The talk covers studio transition to a new asset creation pipeline, based on physical properties. Moreover, it describes light rendering systems used in a new 3D engine built from the ground up for upcoming PlayStation 4 hardware. A novel real-time lighting model simulating physically accurate Area Lights will be introduced, as well as hybrid- raytraced/image based reflection system. We believe that physically based rendering is a viable way to optimize asset creation pipeline efficiency and quality. It also enables the rendering quality to reach a new level that is highly flexible depending on art direction requirements.

EA DICE has grouped rays into expensive and cheap rays.

Already did, and many articles later corrected it as well. They were lying as always and trying to pass someone else's work as their own. They are calling SSR ray-tracing which neither Nvidia nor Crytek did back in 2011 not in 2018 when RTX was unveiled. Crytek was the first company to implement SSR/image based lighting in a game. Funny the same source(DF) has done an entire explanatory video article on what SSR and ray-tracing is after RTX reveal.

Cheap rays PR from Sony is a problem.

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2mrw

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#66 2mrw
Member since 2008 • 6205 Posts

You mean that new useless technology that tanks frame rate with no palpable benefit what so ever

Absolutely

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#67 deactivated-5ebd39d683340
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https://www.notebookcheck.net/The-PlayStation-5-and-Xbox-Scarlett-will-be-based-on-differing-generations-of-AMD-GPUs.423928.0.html

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#68 Pedro
Member since 2002 • 70387 Posts

@jahnee said:

https://www.notebookcheck.net/The-PlayStation-5-and-Xbox-Scarlett-will-be-based-on-differing-generations-of-AMD-GPUs.423928.0.html

Sony fannies would not like this.