None taken. Some of the most recent incidents were from fullly plugged cables. Igor also showed shoddy connector soldering, whereas crimping was always the norm.
Anyway, where there's possible user error on a premium product that can lead to a fire, that's a manufacturing defect. Even the...
0) Decide what work is sufficient
This step is neither part of the denoiser nor can be done with RT cores. They could probably use the tensor cores in some way, but it's very likely just CPU code in the driver.
This one is more detailed and easier to understand:
It is absolutely nuts that real-time analytics is needed to just determine which rays are worth it to cast, because the budget is so insanely low. And then, smart denoiser is needed to fill in the gaps. Wouldn't surprise me if most people...
With the suit. Which is usually 6 months out, but could be a year.
They could've released it as a VPU add-in card with the dual AV1 engines + ai-assisted frame generation. I'd buy that, for the correct price.
NVidia's own words were "intermediate frame" meaning interpolation, even though their slides suggest extrapolation. However, input lag has be negated with Reflex, so it must be interpolation. The vagueness cannot be coincidence.
The implication that DLSS 3.0 increases RT performance is...
When you quote me like this, it would help to replace the demonstrative pronouns with what they're refering to. The frame generation in DLSS 3.0 is an interpolation (blend) of two 2D images using direction information for each pixel. This is all done outside of the game engine. True...
I actually appreciate SER in Ada. We need more of that, unfortunately it's only up to 1.25x uplift. My issue is with DLSS 3.0 being marketed as a ray tracing improvement. It does not advance Ray Tracing in any way, rather detracts quite destructively from it. What would justify the pricing is...
If DLSS 3.0 and its tricks are any indicator, Ray Tracing is hard, very really hard. I don't mind the de-noising magic, but building frames outside of the timing and context of the game engine is a big no-no from me.
Have fun with Cyberpunk showing you 120fps on your fancy OLED, but your mouse responds like it's 40fps. And don't believe your eyes either. Those are not motion artifacts. They're ray-traced.
Might actually make John Carmack come back to games programming. He will unify geometry, materials, and lighting with path-tracing and throw DLSS in the trash bin.
That's not the bummer. Not getting SER for Ampere, if it can somehow be done at the driver level is the real let down. DLSS 3.0 is just fancy frame interpolation, which you already get for free on some TV's (if used as monitor).
NVidia discovers frame interpolation from TV's. I'd rather stick to something that is based on the timing of the game engine, no thank you. The real win is the SER, which makes ray tracing more efficient. However, RTX isn't ubiquitous and likely won't be as impactful on games, except for the...