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NVIDIA Announces The GeForce RTX 40 Series With Much Better Ray-Tracing Performance

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  • #71
    Originally posted by oiaohm View Post

    I am sorry to say birdie is right that you do need to read how DLSS 3.0 works. DLSS 3.0 added keyframe rendering.

    So yes you are rendering at 1080 for the mid frames but then you are rendering 4K keyframe every so often and comparing to what the AI upscale generated from the 1080.

    I can possibility of some really wacky artifacts with DLSS 3.0. I am not sure if the 4K keyframes will be ever directly shown on screen or will be just used for self tuning of the AI upscale with DLSS 3.0. When I say wacky this could mean feed the same data by a playback program into GPU and get two very different outputs..

    There is one thing here absolutely DLSS 3.0 is not designed to upscale existing non modified games.

    So DLSS doing 1080p to 4K will be mix rendering in 1080p and 4K. Way less 4K frames. Of course this brings interesting problem. GPU memory usage back into play. Rendering 4K means you need 4K textures loaded and rendering 1080p means you need 1080p textures loaded. I feel sorry for the Nvme drives.
    Apparently 2x of the performance gain is going to come from frame interpolation. So that annoying motion smoothing you see on many modern TVs; NVidia is adding that and counting it as a 2x performance gain because they can output twice as many frames per second.

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    • #72
      Originally posted by shmerl View Post


      Why would you need such refresh rate at the cost of reducing quality, no matter the technology? I don't get the appeal. I'd take the refresh rate that GPU can handle natively without any upscaling, as long as it gives better image quality.
      To fix motion blur. See blurbusters on the subject.

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      • #73
        Originally posted by ryao View Post

        To fix motion blur. See blurbusters on the subject.
        I mean refresh rate is already pretty high as it is. Less motion blur at the cost of worse image quality sounds like a bad trade off.

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        • #74
          Originally posted by shmerl View Post

          I mean refresh rate is already pretty high as it is. Less motion blur at the cost of worse image quality sounds like a bad trade off.
          See the blur busters research on the subject. It explains the need for 1kHz refresh rates.

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          • #75
            Originally posted by ryao View Post

            See the blur busters research on the subject. It explains the need for 1kHz refresh rates.
            Good, GPUs will get there as they progress. But as above, not at the cost of upscaling and degrading image quality. I don't see any pressing "need" that justifies such reduction to rush ahead of what GPUs are capable of.

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            • #76
              Originally posted by Mahboi View Post
              This pricing targets enterprise. I can't imagine the public is even that much of a target any longer.
              It isn't. (If you're curious about this stuff "for real", read the transcripts of investor calls on trade sites: those will tell you where a company's heading for the next 6-12 months).

              Enterprise is where the money is, esp now that cryptoscams are dead. There's nothing wrong with nv slowly opting out of the consumer space by raising prices and margins like this: there's going to be a third competitor in there in a few years, for the first time since nv was a tiny baby of a company in the 90s, and it's a bigger fish than they are. Leaving ATI and Intel to fight it out over a shrinking market seems pretty sensible to me.

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