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Staro 26.06.2022., 12:39   #241
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MSI’s Next-Gen MEG Power Supply Lineup Is ATX 3.0 Standard Ready, Designed To Sustain 3x ‘Power Excursions’ For Next-Gen GPUs

https://wccftech.com/msi-next-gen-me...n-gpus/?beta=1

Cudi me da Seasonic i Corsair nisu među prvima koji su izbacili nova ATX 3.0 napajanja...

https://twitter.com/g01d3nm4ng0/stat...xt-gen-gpus%2F



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COD 141.11.196.66:28960 || COD 141.11.196.66:28940 || COD 185.107.96.125:28977

Zadnje izmijenjeno od: Blue Spirit. 26.06.2022. u 13:41.
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Staro 27.06.2022., 19:24   #242
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Nastavno na priču o povećanoj potrošnji s nadolazećim GPU generacijama, novi GeForce RTX 4000 i Radeon RX 7000 modeli su po svemu sudeći samo početak puno veće priče koja je već počela u HPC svijetu i s vremenom će doći do prosječnog korisnika. FSR 2.0 je svega par dana nakon što je pušten u open-source opticaj i neslužbeno pripasan u poprilično razvikan naslov, pa ne bude čudno kad/ako na isti/sličan način sve više igara prigrli FSR uz DLSS i svi sretni i zadovoljni.
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RTX i DLSS prednost se polako, ali sigurno topi s novom FSR 2.0 implementacijom, još sad kad je open-source ne bude dugo trebalo da imamo istu priču kao sa FreeSync i G-Sync monitorima, do te mjere da danas više nitko ne mari.
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Cyberpunk 2077: FSR 1.0 vs. FSR 2.0 vs. DLSS Comparison Review
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Cyberpunk 2077 was released almost two years ago, but a loyal modding community improved the game by itself before CD Projekt Red even released its patches. Last summer I discovered that DLSS can be updated to the newer version manually, by swapping the DLL, which fixes some of the visual issues, such as excessive ghosting while driving a car. This summer, PotatoOfDoom from the modding community created another important in-game improvement—AMD FidelityFX Super Resolution 2.0 (FSR 2.0) support without any external software for the installation.

The way this mod works is by hooking into NVIDIA's DLSS algorithm through a customized DLL replacement. FSR 2.0 and DLSS 2.0 are very similar in their nature, so all that is needed is to translate the DLSS calls into their FSR 2.0 equivalents. Theoretically this method should be compatible with all games supporting DLSS, but some manual adjustments are needed per-game. Just to clarify, CDPR has not added official FSR 2.0 support to the game, and we know if that will ever happen. What we are reviewing today is the community-patch to replace DLSS with FSR 2.0.

Image quality of FSR 2.0, compared to FSR 1.0, is a very noticeable upgrade in image quality at a slight performance cost. You might still see the shimmering at very low internal resolutions; 1080p performance mode, for example. But other than that, the shimmering issues were greatly reduced. However, as this mod is not an official implementation, it has some of the issues FSR 1.0 or DLSS 2.4 do not. The most noticeable of those with this FSR 2.0 mod is excessive ghosting while driving a car. Compared to DLSS 2.4, FSR 2.0 provides a similar level of image quality if we exclude the few issues we described earlier, which may of course be fixed in the future. Performance-wise, FSR 2.0 works at a slight performance cost in comparison to FSR 1.0, but DLSS 2.4 is noticeably superior than FSR 2.0 in terms of performance gains due to the help of tensor cores when rendering the image.
Izvor: TechPowerUp
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Staro 27.06.2022., 22:40   #243
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EDIT: 29.6.2022

Nvidia DLAA (Deep Learning Anti-Aliasing): How it works, supported games and performance vs DLSS https://www.rockpapershotgun.com/nvi...rmance-vs-dlss
-->
Vezano za FSR 2.0... time bi DLSS došao manje do izražaja.

Sve ovisi dal ce Nevidija "podmazat teren" $ nekom studiju ili ne.

Vidjeli smo da su cuda moguca: Nvidia Hairworks radi na NE-Nvidia hardweru; PS4 (AMD CPU&GPU) u igri The Witcher 3: Wild Hunt https://thegeek.games/2015/05/19/nvi...r-3-wild-hunt/


AMD FSR 2.0 now joins NVIDIA DLSS 2.0 plugin for Unreal Engine 4 and 5, which means developers can now choose between two technologies or even support both.


Games based on Unreal Engine : https://en.wikipedia.org/wiki/List_o...l_Engine_games

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Ray Tracing support with Lumen Hardware Ray Tracing: Standalone Ray Tracing features are being deprecated in Unreal Engine 5 . However, the engine's ability to compute these lighting effects is not being removed, since Lumen covers these lighting features.

https://docs.unrealengine.com/5.0/en...gration-guide/

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Epyc je odlucio ne koristit RTX u Unreal Enginu 5 jer je RTX previše performance taxing ; u kojem je napravio i implementirao svoju metodu LUMEN koja dosta ili probližno dobra a bez gubitka perfomasi.

https://docs.unrealengine.com/5.0/en...worthyChanges/



EDIT: 29.6.2022

Nvidia DLAA (Deep Learning Anti-Aliasing): How it works, supported games and performance vs DLSS https://www.rockpapershotgun.com/nvi...rmance-vs-dlss
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COD 141.11.196.66:28960 || COD 141.11.196.66:28940 || COD 185.107.96.125:28977

Zadnje izmijenjeno od: Blue Spirit. 29.06.2022. u 17:32.
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Staro 04.07.2022., 01:28   #244
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Sto kazete na na novu entry Gtx 1630?
Cijene se krecu od 170-200$ te je slabija od 1050Ti koja je izasla 2016. za 140$, uz to 1630 koristi 6pin konektor na trenutnim modelima koji su u ponudi.
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Staro 04.07.2022., 07:50   #245
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Sto kazete na na novu entry Gtx 1630?
Cijene se krecu od 170-200$ te je slabija od 1050Ti koja je izasla 2016. za 140$, uz to 1630 koristi 6pin konektor na trenutnim modelima koji su u ponudi.
Navikli su se na majning craze s cijenama. To za entry me ni ne dira previše.

Problem je što režu proizvodnju (AMD također), novih generacija jer znaju da će bit flod od majning kartica. Govore i o odgodi nove generacije. Sve da samo zadrže cijene na koje su se sad naviknuli.
Štoviše pojavljuje se i downsizing, tako se nagađa da će RTX 4080 imat sabirnicu od samo 256 bita, kao i RTX 4070 od samo 160bita i samo 10GB rama. Manja sabirnica je znatno jeftinija (manje stazica, jeftinije i brže štampanje kartice)
Da su im (AMD i NVIDIA) buduće generacije znatno bolje od trenutnih ne bi to radili...

Meni osobno nije problem dat ni lovu u peaku cijene, al odbijem davat lovu iznad moje neke psihološke granice. Naprimjer za RTX 4080 ne namjeravam dat više od 9k.

Vjerujem da će kad izađu bit RTX 3080 12GB i RTX 3080ti za 4xxx kn.
Realno i stari pascal 1080ti može uz manje detalj gurat sve novo sljedeće dvije godine u 1440p. Tako da će od mene dobit k ako seru s cijenama.

Zamjeniš pastu/padove, isprintaš nosače za 2 noctue i miran si.
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Staro 04.07.2022., 09:41   #246
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@markecSMB

Da, high end kartice postaju nesto kao hyper automobili, ogromne cijene a performanse i nisu toliko bolje od nekih srednjih kartica.
4080 po nikakvoj logici nebi smjela ici preko 1000 Eur, jer ako uhvate taj trend i 1500 Eur ce postati standard ubrzo za Rtx xx80.

Rtx 3070-3080 su sasvim dovoljne za visoke detalje 1440p gaming slijedecih 5 godina.
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Staro 04.07.2022., 11:34   #247
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Kaj se tiče "rezanja sabirnice", AMD za RDNA 3 kao i za RDNA 2 prije toga, koristi (povećani) Infinity Cache tak da na kraju s užom/manjom sabirnicom dobe (još) bolje performanse.

Primjera radi, 256-bit GTX 1080 i 192-bit + 96MB Infinity Cache RX 6700 XT koje se bez problema (u tom trenutku) nose s prethonicima koji su pak imali 512-bit, 384-bit ili 2048-bit i 4096-bit sabirnice.

Arhitektura je tu bitnija stavka i očito je da nVidia za RTX 4000 seriju sprema po svega više, tako da će na kraju jedna RTX 4060 sasvim lako imati performanse u rangu npr. RTX 3070/3080 sa samo 128-bitnom sabirnicom.

Po pitanju performansi, nova RTX 4000 i RX 7000 generacija budu svakak bolje od ovih aktualnih, možda ne budu duplo brže u svemu, ali skok bude osjetan.

Nažalost, potrošnja, zagrijavanje i cijena, posebice kod nVidia modela, budu taj skok u performansama pratili u stopu.
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nVidia is reportedly looking to reduce orders for 5 nm wafers from TSMC as it anticipates a significant drop in demand from both gamers and crypto-currency miners. The same article paints a different picture for AMD: the company has reduced orders for 7 nm and 6 nm nodes; but its 5 nm orders are unaffected. AMD makes not its its next-generation RDNA3 GPUs on 5 nm, but also its next-generation "Zen 4" CPU chiplets.
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The flagship Radeon RX 7900 XT will reportedly feature a Multi-Chip-Module (MCM) GPU design with 384 MB of Infinity Cache and a staggering 24 GB of GDDR6 memory. Assuming that the company will use 18Gbps GDDR6 modules again, this would result in a memory bandwidth of 864GB/s. We already knew that the GPU might feature an MCM design, but instead of featuring multiple GCDs (Graphics Compute Dies) as previously thought, AMD will reportedly use six MCDs (Memory Compute Dies) with one big GCD. What this means is that each MCD will feature 64MB of L3 cache, combining for a total of 384MB of what AMD calls Infinity Cache.
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Zadnje izmijenjeno od: The Exiled. 04.07.2022. u 16:53.
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Staro 04.07.2022., 20:23   #248
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