Nopesies, as far as I can recall there aren't any ray tracing feature on current AMD Navi architecture...fellas , do you know if 5700XT has ray tracing like nvidia or not ? can it be enabled in crimson ?
Nopesies, as far as I can recall there aren't any ray tracing feature on current AMD Navi architecture...fellas , do you know if 5700XT has ray tracing like nvidia or not ? can it be enabled in crimson ?
If you can make-do with only an HVAC tech, you are still in amateur league!4 fans, sounds like amateur hour. I am waiting for a Graphics card to be released where you would need an HVAC technician to install it for you.
No, sorry. The current, released Navi cards don't have ray tracing. AFAIK, I don't remember AMD saying they'll get ray tracing down the line - they simply don't have the hardware baked in. However, there is a possibility that they'll get ray tracing like the GTX 1000 series did - to show that older cards just can't ray trace. Now, Big Navi, such as this card, should have ray tracing.fellas , do you know if 5700XT has ray tracing like nvidia or not ? can it be enabled in crimson ?
Lets see if they can not pull a Radeon 7 / 5700XT again both in terms of reliability and pricing again
What are you? The account police? lol
2 x 8 pins power!! This definitely looks 300W or more.
THe 5700 xt red devil is a fast card. But the drivers suck. My new system with a 3700x the GPU drivers crash 10 times a day. I dont trust AMD. I going 3080 even if it cost more
If you can make-do with only an HVAC tech, you are still in amateur league!
Big Boy HVAC jobs require structural engineers, electrical engineers, construction crews if engineers conclude that significant site modifications are required, a crane crew or two to safely get the several tons unit(s) on the roof, etc.
fellas , do you know if 5700XT has ray tracing like nvidia or not ? can it be enabled in crimson ?
The thing that bugged me is that AMD could support DXR (and possibly Vulkan's equivalent) through a fallback layer. I'm led to believe in some old posts in the past that at some point AMD did support the fallback layer, or at least someone managed to hack it in. http://boostclock.com/show/000198/DXR-fallback-layer-perf-preview.html is one such example. There was another that I can't seem to find, but someone tested Radeon VII with Microsoft's DXR samples and found performance was severely lacking. Outside of possible driver support, my guess was it could be that DXR strongly prefers the graphics pipeline rather than the compute one.No, sorry. The current, released Navi cards don't have ray tracing. AFAIK, I don't remember AMD saying they'll get ray tracing down the line - they simply don't have the hardware baked in. However, there is a possibility that they'll get ray tracing like the GTX 1000 series did - to show that older cards just can't ray trace. Now, Big Navi, such as this card, should have ray tracing.
NVIDIA's proprietary ray tracing API is OptiX. As far as I know, no game that does path tracing uses this. They all use DXR or Vulkan.There's things you need to understand.
NVIDIA's ray tracing is the fastest currently, and found on most AAA titles. But it has drawbacks. Mainly it's proprietary. This means support is questionable among game makers. And on AAA titles, its SAF (Slow As Freak). Only the game "Control" seemed to do okay with most options implemented. The 20 series is just under powered as a Ray Tracing engine for AAA games.
- There's Ray Tracing old school, (Computationally expensive, like in movies)
- There's Ray Tracing emulated, (Very fast simulations like Sonic Ether's SEUS implementation
and)- There's Microsoft Ray Tracing, (DXR which is an OPEN standard like DX)
- There's NVIDIA's RTX Ray tracing. (Which is a closed standard like PhysX and proprietary)
However I run ray tracing with my RX5700XT on Minecraft using SEUS. I get a really good 50->60fps @ 1080p.
Microsoft has recently released DX12 Ultimate with DXR (Direct X Ray tracing extensions) which is GPU agnostic. This means any developer can code once and not care so much about architecture (NVIDIA/Intel/AMD) These extensions will be used by the next gen XBox. This will port over to Desktop PC's well and will likely win out.
That said, DXR by Microsoft will not run well (if at all) on RX5000 series. RX6000 series is supposed to have support for it. But we won't find out until they reach reviewers hands.
In the end, I believe DXR will win out over NVIDIA's proprietary implementation. (Much how FreeSync/Adaptive sync won out over G-Sync. Open standards always appeal to a wider audience)
Right now performance of ray tracing is a big unknown on the RX6000 series. I've heard rumors of slightly faster than 20 series Turing, to 1.5x fast as Turing for the RX6000 series. As always WAIT FOR THE REVIEWS if it's an important feature to you.
The thing that bugged me is that AMD could support DXR (and possibly Vulkan's equivalent) through a fallback layer. I'm led to believe in some old posts in the past that at some point AMD did support the fallback layer, or at least someone managed to hack it in. http://boostclock.com/show/000198/DXR-fallback-layer-perf-preview.html is one such example. There was another that I can't seem to find, but someone tested Radeon VII with Microsoft's DXR samples and found performance was severely lacking. Outside of possible driver support, my guess was it could be that DXR strongly prefers the graphics pipeline rather than the compute one.
Either way, there's a lot of compute power AMD GPUs could leverage with a "software based" ray tracing, but I guess it's moot to even try to convince AMD to add it in.
At least it's not as bad as AMD not bothering with DX11 deferred contexts.
NVIDIA's proprietary ray tracing API is OptiX. As far as I know, no game that does path tracing uses this. They all use DXR or Vulkan.
If there's anything proprietary, you must be thinking of DLSS.
Gigabyte already released a five fan card, their Super OverClock HD 7970...
https://www.techspot.com/news/49385-gigabytes-five-fan-super-overclock-radeon-hd-7970.html
Sure, they're five tiny fans, but five fans nonetheless, running at up to 10,000RPM on a thick triple-slot cooler with nine heatpipes and a vapor chamber. They later did a version of the GTX 680 using the same cooler.
If OptiX was being used, I'm pretty sure it would've been said. But every game that has a path tracing render path released since the GeForce 20 series is using either DXR or NVIDIA's ray tracing extensions on Vulkan.From what I understand the AAA game titles were tapping directly into OptiX. Thus it's proprietary. NVIDIA was releasing tech demos for things like Tomb Raider and such way before DXR was released.
If OptiX was being used, I'm pretty sure it would've been said. But every game that has a path tracing render path released since the GeForce 20 series is using either DXR or NVIDIA's ray tracing extensions on Vulkan.
I mean, if you can provide me something of a commercially released game that uses OptiX instead of DXR, I'll be happy to see it.
Show me.However a dependency chain check on the dll as it executes will show it's loaded.
From what I understand the AAA game titles were tapping directly into OptiX. Thus it's proprietary. NVIDIA was releasing tech demos for things like Tomb Raider, BF5 etc way before DXR was released. And this falls in line with NVIDIA's business model of closed standards to lock people into eco systems.
I feel late to the party, but the short answer is, it's possible to run DXR on AMD hardware before Navi 2. The problem is AMD doesn't want to enable support for it.fellas , do you know if 5700XT has ray tracing like nvidia or not ? can it be enabled in crimson ?
"RT old school" (e.g. movies) is high fidelity, 'full RT' (at least in big budget movies from the last ~10 years), done without HW acceleration AFAIK, and not real time. SEUS is another RT implementation (that either doesn't use or at least doesn't require HW acceleration), designed for real time applications and to be compatible with existing graphics card drivers/APIs. DXR is a real time RT API, i.e. a way for developers to add RT to their applications (as compared to 'rolling their own' implementation a la SEUS), with or without HW acceleration. So far RT games for the most part only use RT for part of their rendering (and possibly at a lower fidelity compared to movies), I believe largely because full RT rendering still isn't feasible. Although full RT looks to be becoming a possibility in less demanding games, e.g. Minecraft RTX.
- There's Ray Tracing old school, (Computationally expensive, like in movies)
- There's Software Ray Tracing emulated, (Very fast simulations like Sonic Ether's SEUS implementation and )
- There's Microsoft Ray Tracing, (DXR which is an OPEN standard like DX)
- There's NVIDIA's RTX Ray tracing. (Which is a closed standard like PhysX and proprietary)
To expand/clarify a bit, DLSS 2.0 no longer requires game specific AI models. I.e. they train and maintain a single model, which is used for all games. Games still require support for DLSS (2.0) on a case by case basis though. Also, DLSS now allows for arbitrary target resolutions, so you could choose e.g. 1440p, 4K, or 8K as your output resolution. Render resolution is determined by your DLSS quality setting I believe.The advantage NVIDIA has is DLSS 2.0. [...] This allows you to run considerably faster because you can render at a lower resolution and let AI upsample to 4K. That said, this technology is dependent on NVIDIA supporting it on their game servers. So it is per game dependent. AI training is expensive so don't expect them to do it on every game.
I don't see how this is significant; although DXR may not have been formally released its development was obviously well on its way when they were releasing these demos. Nvidia probably had a fair bit of input into creating the DXR API, given that they were the only graphics vendor working on a real time RT ecosystem while DXR was being created. RTX and DXR may very well have developed in parallel to some extent.NVIDIA was releasing tech demos for things like Tomb Raider, BF5 etc way before DXR was released.
It may not 'require' special hardware but dedicated hardware is a lot more everything-efficient at solving billions of intersections per second than an equivalent shader-based implementation. You don't need special hardware to render graphics either but few people would consider the DirectX reference rasterizer anywhere near fast enough to be considered playable beyond pretty old games.Ray tracing doesn't require special hardware to run.
It's kind of a problem when people think that ray tracing requires some sort of hardware to even use. I encountered someone who thought NVIDIA was scamming us after Crytek showed off Noir.It may not 'require' special hardware but dedicated hardware is a lot more everything-efficient at solving billions of intersections per second than an equivalent shader-based implementation. You don't need special hardware to render graphics either but few people would consider the DirectX reference rasterizer anywhere near fast enough to be considered playable beyond pretty old games.
THe 5700 xt red devil is a fast card. But the drivers suck. My new system with a 3700x the GPU drivers crash 10 times a day. I dont trust AMD. I going 3080 even if it cost more
Ray tracing doesn't require special hardware to run. In fact, screen-space reflections use basic ray tracing