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NVIDIA Enables RTX Graphics on GTX Cards, GTX 10 Gets DXR

2019-03-18
and Vidya started GTC today around the same time as GDC is starting and that means a lot of Nvidia news today we're talking about DX are coming to Pascal cards which means that sort of to some extent RT X is coming to Pascal cards and also talking about some actually pretty cool AI research that's been done and you may find interesting for example effortlessly generating a sort of realistic landscape almost like a computer version of Bob Ross where you have as a viewer or user minimal skill but through following the software I can produce at maximum quality output so we're talking about both of those today before that this video is brought to you by the gigabyte zi 390 ARS master motherboard which comes equipped with one of the more powerful zi 390 VRMs for heavier overclocks on the new 9th gen intel cpus the ARS master is also one of the few motherboards with a real heatsink this generation featuring a mix of high surface area fins and looks oriented cover blocks oh and it's also got updated our DV illumination learn more at the link below let's start off with the DX our stuff so DX ours come in two gtx pascal cards that'll start with 1066 gigabyte and up 1063 gigabyte and below from our understanding will not be supported this will be done through a driver flip in the april release so there will be a just a switch where they can flip it on or off and through the april drivers pascal 1066 plus will be supported for DX r so if you're playing a game like battlefield 5 or shadow the Tomb Raider wants the update comes out then and you have Pascal 1080i maybe you'll be able to use the XR features with that card this also supports touring GTX cards which do not have the RT cores or tensor cores enabled but are still capable of running the XR s DX Harvey don't know it's a direct x12 Microsoft feature if you have a DX 12 ready card then you already have a DX already car the difference is that the physical Hardware on the touring cards will better accelerate ray-tracing and you'll be doing DL SS then the tensor cores will celebrate accelerate DL SS so it'll run slower for sure with Pascal or with GTX 1660 type cards but it will and that's changing with the April update so that's what you need to know they're the basics anyway for a bit more information what's going on here is that anybody gave a few examples we're in a hypothetical scenario this is something we don't get to see a lot so it's kind of cool hypothetical scenario is that to run Metro with DXR at 60fps using Pascal meaning no RT acceleration no tensor cores anything like that just using Pascal architecture and video did some calculations and basically just some mental math simulation and found that they would need about 44 teraflops from about 11:00 on the ten atti of floating-point performance in order to run 60fps Metro at 1440p instead of 18 where they are today and that's with the XR enabled so that piece of hardware which doesn't exist would be about a 650 watt TDP and would have 35 billion transistors so clearly Nvidia took the approach instead of building RT quarters into it into its GP as we've already talked about that story line in addition to this in the presentation and video gave us a look that we don't normally get to see where we see V so the rendering pipeline as it's happening on different types of cards or architectures so you can see in the pipeline there's traditional rendering at the front the really big bar in the middle is ray tracing where either it's using our T cores or it's not and for the ones that are slow or the longer bars there they are not using our T course to accelerate now there's traditional rendering at the end so the interesting bit is that you can actually see now visualize the ups and downs from accessing memory things like that towards the end of the pipeline or where you see the purple stacked on top of the gray you can see the concurrency of integer and floating-point where with the taurine hardware as we've already discussed integer and floating-point operations can run simultaneously and this does affect gaming and the more compute heavy games like shadow of war or Sniper Elite 4 or something like that and we have a full interview with Nvidia on that from previously so the ray tracing workload introduces some more integer instructions and then you use the RT acceleration and obviously it gets a whole lot easier to run so the short version of that part of the news is that there's a drive in April it's enabling r-tx Orwell DXR on Pascal cards we've already talked about which ones it's not going to run particularly well compared to the RT Hardware this should not surprise anybody and so we asked well what's what's your objective why are you enabling this then for cards that won't really run it that well what's the goal and the goal is twofold so on the developer side this encourages developers to build out more DXR features because there's a greater install base and if you have a game where maybe the graphics aren't as intensive you could maybe get away with enabling some specific DXR features like shadows or ray-traced reflections or whatever one-off feature you want to use so there's a bigger install base which is more encouragement for developers to grow DXR inclusion in games and then separately on the developer side it does expand the developer install base to where if they don't all have our tea or our TX cards and now they can start working with DX our inclusion in games anyway on the gaming side and banette gave us their answer but our take on it is this on the gaming side it's sort of like a test drive where it allows the user to enable the feature and if they're unhappy with performance it's fine they turn it off but they still get to see it as that might be a bit of encouragement to push people to upgrade to RTX cards because they can see what the difference is and if they really like it but they don't have the performance and clearly they know what to buy and it's going to be a four star TX upgrade in that use case so that's kind of how we interpret it this isn't necessarily bad actually it's it's overall good to make DXR I mean to enable it on cards that clearly already support it even if they don't run it well let the user make the decision if they don't want to have a low framerate but it should still run decently with low settings and games where you can drop down like battlefield 5 and so we'll do testing as it becomes relevant but April is the update for that and split focus on gamers and developers epic games will have a briefing at GDC on March 20th we've already shown Epic Games Unreal Engine updates we're using the second preview build there's there are more of them now and we'll have more of those shown off soon too in our videos but epics got an official update coming out and then unity is also adding DXR support for developers so you're gonna see some more developers starting to expand on their titles with DXR effects but keep in mind that many games are in development from ophélie years so it could be a little bit before we see them to answer the question preemptively developers don't have to enable anything for games that are already out with DXR features it'll just work with the driver update so you won't be waiting for developers and this is really meant for basic ray tracing now on the research side the interesting thing here was a we we have Jim Vincent on the floor at GTCC for us and he sent this information a lot to me they have Gauguin a new software utility that does sort of AI generated a scenery and this is where it's like again an AI version of Bob Ross where you feed it in some really basic skill listen put as a user who has absolutely no artistic ability and you get something that that's actually pretty presentable and that's because in this case of a machine is interpreting it for you and turning it into something with a bit more quality and this is done through segmentation so what you do is you use the different brushes in there so you can have like a a snow brush a sky brush see brush different landscapes forests whatever use the brush you paint a broad stroke and the software will interpret what that means relative to the other elements in the scene and so in the demonstration shown where Brian Catanzaro who is the VP of applied deep learning research and someone we've actually met at GCC previously does really good work and I'm really on the research side he was talking about how it all works and shows some footage of painting basic things like mountains with just a brown brush basically and then it comes out as as something that's interpreted by AI so some basic information here again as in Gow game the software is a generative adversarial network and it's used for converting segmentation maps into images from NVIDIA zone press release and then Catanzaro said in his interview in the video that quote I really think this technology is going to be great for architects designers that people make virtual worlds to train robots and cars so actually a very good point they're not necessarily something for the average end-user but still pretty cool stuff and other than that Nvidia did have announcements about CUDA X could ax a we don't have details yet and when he announced a T for GPU or something like that don't have any details yet at time of filming but they will be out by the time this video goes up and there's a new quad row car door or maybe they were just talking about the Quadro 8000 RT X that's already been announced publicly and then Nvidia omniverse and we also we don't have a lot of information on that either it's just an app that connects a bunch of other apps so the really interesting stuff here is going to be DXR on Pascal and then that gal got app just kind of neat so that's it for this one thank you for watching as always subscribe for more you can go to patreon.com/scishow and Rose Nexus topside directly or store documents nexus dotnet to pick up a shirt well sort of like this one this was limited but we have a teal version of it on the store I'll see you all next time
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