Factum
2[H]4U
- Joined
- Dec 24, 2014
- Messages
- 2,455
Nvidia's solution didn't work (How is ray tracing implemented in Battlefield..? ...), so Nvidia is now backtracking away from their own proprietary pre-baked AI learning effects and now showing Turing trying to use a limited set of the industry standard DirectX RT. (Do you understand this?)
And... how well do you think Turing implements DXR ? (which was NOT designed with Microsoft DirectX Ray-Tracing API). Turing coughs, hiccups and slows down your gameplay, because Turing uses Nvidia's ad-hoc ray-tracing solution. Doesn't matter what games come out in the future, the current crop of RTX cards will always choke when using ray tracing. As such, Nvidia's marketing gimmick "RTX On" doesn't just work...
Subsequently... until the next generation of 7nm ray-tracing GPUs come, the term "raytracing" is nothing other than a catch phrase for cheerleaders.
You are full of shit:
Code:
Direct3D 12 feature checker (July 2019) by DmitryKo (x64)
https://forum.beyond3d.com/posts/1840641/
Windows 10 version 1903 (build 18362.239 19h1_release) x64
Checking for experimental features SM6 TR4 FL1 META
ADAPTER 0
"NVIDIA GeForce RTX 2080"
VEN_10DE, DEV_1E87, SUBSYS_1E8710DE, REV_A1
Dedicated video memory : 8010.0 MB (8399093760 bytes)
Total video memory : 40734.5 MB (42713180160 bytes)
Video driver version : 26.21.14.3136
Maximum feature level : D3D_FEATURE_LEVEL_12_1 (0xc100)
DoublePrecisionFloatShaderOps : 1
OutputMergerLogicOp : 1
MinPrecisionSupport : D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE (0) (0b0000'0000)
TiledResourcesTier : D3D12_TILED_RESOURCES_TIER_3 (3)
ResourceBindingTier : D3D12_RESOURCE_BINDING_TIER_3 (3)
PSSpecifiedStencilRefSupported : 0
TypedUAVLoadAdditionalFormats : 1
ROVsSupported : 1
ConservativeRasterizationTier : D3D12_CONSERVATIVE_RASTERIZATION_TIER_3 (3)
StandardSwizzle64KBSupported : 0
CrossNodeSharingTier : D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED (0)
CrossAdapterRowMajorTextureSupported : 0
VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation : 1
ResourceHeapTier : D3D12_RESOURCE_HEAP_TIER_2 (2)
MaxGPUVirtualAddressBitsPerResource : 40
MaxGPUVirtualAddressBitsPerProcess : 40
Adapter Node 0: TileBasedRenderer: 0, UMA: 0, CacheCoherentUMA: 0, IsolatedMMU: 1, HeapSerializationTier: 0, ProtectedResourceSession.Support: 1
HighestShaderModel : D3D12_SHADER_MODEL_6_4 (0x0064)
WaveOps : 1
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 2944
ExpandedComputeResourceStates : 1
Int64ShaderOps : 1
RootSignature.HighestVersion : D3D_ROOT_SIGNATURE_VERSION_1_1 (2)
DepthBoundsTestSupported : 1
ProgrammableSamplePositionsTier : D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2 (2)
ShaderCache.SupportFlags : D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO | LIBRARY (3) (0b0000'0011)
CopyQueueTimestampQueriesSupported : 1
CastingFullyTypedFormatSupported : 1
WriteBufferImmediateSupportFlags : D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT | BUNDLE | COMPUTE | COPY | VIDEO_DECODE | VIDEO_PROCESS | VIDEO_ENCODE (127) (0b0111'1111)
ViewInstancingTier : D3D12_VIEW_INSTANCING_TIER_3 (3)
BarycentricsSupported : 1
ExistingHeaps.Supported : 1
MSAA64KBAlignedTextureSupported : 1
SharedResourceCompatibilityTier : D3D12_SHARED_RESOURCE_COMPATIBILITY_TIER_1 (1)
Native16BitShaderOpsSupported : 1
AtomicShaderInstructions : 0
SRVOnlyTiledResourceTier3 : 1
RenderPassesTier : D3D12_RENDER_PASS_TIER_0 (0)
RaytracingTier : D3D12_RAYTRACING_TIER_1_0 (10)
AdditionalShadingRatesSupported : 1
PerPrimitiveShadingRateSupportedWithViewportIndexing : 0
VariableShadingRateTier : D3D12_VARIABLE_SHADING_RATE_TIER_2 (2)
ShadingRateImageTileSize : 16
BackgroundProcessingSupported : 1
Metacommands enumerated : 8
Metacommands [parameters per stage]:
Conv (Convolution)
[84: DescIn.DataType, DescIn.Layout, DescIn.Flags, DescIn.DimensionCount, DescIn.Size[0], DescIn.Size[1], DescIn.Size[2], DescIn.Size[3], DescIn.Size[4], DescIn.Stride[0], DescIn.Stride[1], DescIn.Stride[2], DescIn.Stride[3], DescIn.Stride[4], DescFilter.DataType, DescFilter.Layout, DescFilter.Flags, DescFilter.DimensionCount, DescFilter.Size[0], DescFilter.Size[1], DescFilter.Size[2], DescFilter.Size[3], DescFilter.Size[4], DescFilter.Stride[0], DescFilter.Stride[1], DescFilter.Stride[2], DescFilter.Stride[3], DescFilter.Stride[4], DescBias.DataType, DescBias.Layout, DescBias.Flags, DescBias.DimensionCount, DescBias.Size[0], DescBias.Size[1], DescBias.Size[2], DescBias.Size[3], DescBias.Size[4], DescBias.Stride[0], DescBias.Stride[1], DescBias.Stride[2], DescBias.Stride[3], DescBias.Stride[4], DescBias.IsNull, DescOut.DataType, DescOut.Layout, DescOut.Flags, DescOut.DimensionCount, DescOut.Size[0], DescOut.Size[1], DescOut.Size[2], DescOut.Size[3], DescOut.Size[4], DescOut.Stride[0], DescOut.Stride[1], DescOut.Stride[2], DescOut.Stride[3], DescOut.Stride[4], Mode, Direction, Precision, Stride[0], Stride[1], Stride[2], Dilation[0], Dilation[1], Dilation[2], StartPadding[0], StartPadding[1], StartPadding[2], EndPadding[0], EndPadding[1], EndPadding[2], DimensionCount, OutputPadding[0], OutputPadding[1], OutputPadding[2], OutputPadding[3], OutputPadding[4], GroupCount, Activation.Function, Activation.Params.first, Activation.Params.second, Activation.IsNull, BindFlags]
[1: PersistentResource]
[6: InputResource, FilterResource, BiasResource, OutputResource, PersistentResource, TemporaryResource]
CopyTensor
[3: DstLayout, SrcLayout, BindFlags]
[1: Unused]
[31: DstDesc.DataType, DstDesc.Layout, DstDesc.Flags, DstDesc.DimensionCount, DstDesc.Size[0], DstDesc.Size[1], DstDesc.Size[2], DstDesc.Size[3], DstDesc.Size[4], DstDesc.Stride[0], DstDesc.Stride[1], DstDesc.Stride[2], DstDesc.Stride[3], DstDesc.Stride[4], DstResource, SrcDesc.DataType, SrcDesc.Layout, SrcDesc.Flags, SrcDesc.DimensionCount, SrcDesc.Size[0], SrcDesc.Size[1], SrcDesc.Size[2], SrcDesc.Size[3], SrcDesc.Size[4], SrcDesc.Stride[0], SrcDesc.Stride[1], SrcDesc.Stride[2], SrcDesc.Stride[3], SrcDesc.Stride[4], SrcResource, TemporaryResource]
2x2 Nearest neighbour Upsample
[15: SrcDesc.DataType, SrcDesc.Layout, SrcDesc.Flags, SrcDesc.DimensionCount, SrcDesc.Size[0], SrcDesc.Size[1], SrcDesc.Size[2], SrcDesc.Size[3], SrcDesc.Size[4], SrcDesc.Stride[0], SrcDesc.Stride[1], SrcDesc.Stride[2], SrcDesc.Stride[3], SrcDesc.Stride[4], BindFlags]
[1: Unused]
[2: DstResource, SrcResource]
MVN (Mean Variance Normalization)
[67: DescIn.DataType, DescIn.Layout, DescIn.Flags, DescIn.DimensionCount, DescIn.Size[0], DescIn.Size[1], DescIn.Size[2], DescIn.Size[3], DescIn.Size[4], DescIn.Stride[0], DescIn.Stride[1], DescIn.Stride[2], DescIn.Stride[3], DescIn.Stride[4], DescScale.DataType, DescScale.Layout, DescScale.Flags, DescScale.DimensionCount, DescScale.Size[0], DescScale.Size[1], DescScale.Size[2], DescScale.Size[3], DescScale.Size[4], DescScale.Stride[0], DescScale.Stride[1], DescScale.Stride[2], DescScale.Stride[3], DescScale.Stride[4], DescScale.IsNull, DescBias.DataType, DescBias.Layout, DescBias.Flags, DescBias.DimensionCount, DescBias.Size[0], DescBias.Size[1], DescBias.Size[2], DescBias.Size[3], DescBias.Size[4], DescBias.Stride[0], DescBias.Stride[1], DescBias.Stride[2], DescBias.Stride[3], DescBias.Stride[4], DescBias.IsNull, DescOut.DataType, DescOut.Layout, DescOut.Flags, DescOut.DimensionCount, DescOut.Size[0], DescOut.Size[1], DescOut.Size[2], DescOut.Size[3], DescOut.Size[4], DescOut.Stride[0], DescOut.Stride[1], DescOut.Stride[2], DescOut.Stride[3], DescOut.Stride[4], Precision, CrossChannel, NormalizeVariance, Epsilon, Activation.Function, Activation.Params.first, Activation.Params.second, Activation.IsNull, BindFlags]
[1: PersistentResource]
[6: InputResource, ScaleResource, BiasResource, OutputResource, PersistentResource, TemporaryResource]
This is the part that debunk your sorry lies:
RaytracingTier : D3D12_RAYTRACING_TIER_1_0 (10)