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NVIDIA 4K and G-Sync Demo

2013-10-20
this is a great time to be a PC gamer let's face it this is just absolutely a great time to be a piece of gamer yet brand-new monitor technology 4k coming out 4k obviously obviously just puts four times as many pixels in front of you than the Ford even with today's GPUs four times as many pixels puts a lot of burden and so this is this is a great opportunity and a great challenge for us to bring a lot more GPU horsepower if you take a look at what 1080p looks like on a 4k display and then you look at it and or K the amount of information that you get to see that's just a huge step forward but we didn't stop there when you get a chance go in the back and take a look at the combination of a few technologies that made it possible for us to bring for case around to the enthusiasts if you want to see twenty four million pixels all rendered silky smooth in 4k surround take a moment later and check it out in fact the Lord to make this happen of course the GPU has to be able to support to this place the GPU has to have enough horsepower and one of the most important things as SLI has to work perfectly this is one of the areas where we put an enormous amount of energy as you know getting multiple GPUs to run in a synchronized way and with this little stutter as possible is very very challenging and that's one of the hallmarks of SLI the software team the hardware team was so much energy into tuning and to optimizing for each game and making sure that the architecture doesn't just deliver high measured frame rates but also delivers a silky smooth experience all of the work that we do all of the work that we do to optimize for frame rate optimize for experience in the final analysis in the final analysis the gamer and their experience comes down to I think all of you guys would know these three words very well stutter laga tearing this is the bane of existence of PC gamers of any gamers this is a fundamental symptom of computer technology that I'm going to talk about in just a moment stutter lag and tearing that is that is as frustrating as undesirable for a PC gamer as hemorrhoids foot fungus probably acne of the human condition you can survive it but you like it to go away it doesn't kill you but nothing would bring you more joy then these three conditions were to disappear now you're asking yourself but he did say now this is fundamental to modern computer graphics these things stutter lag terry has been the bane of our existence for as long as we remember what you guys agree okay I think you guys can applied for these problems I'm not suggesting you guys have hemorrhoids but stuttered lag and Terry is as frustrated as you can possibly imagine more brain cells has been dedicated to the elimination of these three PC gaming conditions than just buying it well the problem is fundamental in the sense that your monitors be refreshed be updated at a different completely independently from the GPU rendering the GPU is rendering into frame buffer your monitors scanning help from another frame buffer the two are autonomous of each other if you will the monitor is sampling what is being drawn the 3d world that's James longer because the sample rate is fundamentally different from the source rate you will have no choice but to experience stutter and lag and if you try to overcome it you will see turn let me try to illustrate this very quickly I think you guys understand this very well but let's take the moment and just understand where it comes from you know in the perfect world in a perfect world the way computer practice was intended to work the GPU would render into one buffer while the monitor is scanning out of another when the scan is complete it flips scans out of the other frame buffer that is now completed when that scan is complete it flips scans out of the other free buffer that is now completed multi buffering in this particular example were drawing faster than the refresh rate the refresh rate is every 60 Hertz used in this example could be re Hertz in high-end gaming monitors using 60 Hertz here so every 16 milliseconds we complete the scanning of one frame we flip the buffer the other buffer is now completed when we scan out of that while we talk to the other in a perfect world we're drawing faster than we're standing out we're always ready for the scan out and as a result every single 16 milliseconds like clockwork every single 60 Hertz at 60 Hertz we see a new frame this is your flight simulation experience this is your game console experience for Dragon games because they can control how much they draw games could decide to just stop time that's one technique or you can have so much performance that every single frame is faster than scan rate as a result you have perfectly smooth 60 Hertz that's the way it was architected that was way it was intended and that's the way computer graphics was hoped for but reality doesn't work like that reality is that the game frame rates are highly variable it's highly variable because what you locate look at and what's happening on the screen it's not something you can always control if you're playing a multiplayer game all of a sudden there's a big explosion all of a sudden there's a lot more objects on the scene every scene is a little bit different in fact it could be dramatically different in this particular case this is battlefield 3 running on gtx 760 and you can see that the frame rate varies between 60 hertz all the way down to some 30-something Hertz there is someone who frames per second it is very rare in fact that it got to 60 Hertz now what that looks like using the chart from the previous the first slide is this sometimes I control afraid in less than 16 milliseconds in which case the next scan comes the Burnham's vertical sync vertical sync basically says the GPU has to wait until the monitor is done scanning all of its vertical lines from the last buffer before it flips not only does it have to complete its all frame it has to wait for vertical suit in this case we draw frame 1 as from 1 it's done within 16 milliseconds however draw 2 took a lot longer than 16 milliseconds and because you can't flip until you're done join because you can't flip to the other buffer until you don't wrong and once you're done drawing you have to wait until the next vertical sync excuse me you scan effectively onto the monitor the same frame twice this is a fundamental problem where the sample rate of the monitor is different than the frame rate of the GP unit this is really no different than when you take a 24 Hertz film you put it on TV and you pan is slowly across you experience this Jenner every so often you get a few free choice that stutter or what TV talk juggling is the same thing we'll experience all the time in these sync on systems not only does it create that extra frame because the frame buffer has to wait until the next vertical sync there's the extra delay now you could improve the scenario with buffering but then you just have another buffer to deal with there's still the same fundamental issue that the draw performance dubs robbery is fundamentally different from the refresh rate as a result you will have stuttered and you will have leg stuttered leg are the two fundamental experiences of anybody who has vsync money it's independent of which monitor you use it's independent of which GPU you use it's independent of which computer you use every single game basically has it it's something that you can avoid the only way that you can really avoid it is to make sure that you're rendering at some incredible framerate so that the minimum frame rate stays above 60 years so all you have to do is to jack up this entire curve update where the minimal point is above 60 and it will go back to your perfect world where you're always done rendering before you have to scan out but that's really that's really unlikely and in fact that's undesirable and the reason for that is because we would like content to get better and better than better not just higher matter framing not only do we want games to play well and want the production quality to be high we like it the fact that every new Ironman just seems to have a better than their special effects we like the fact that Star Trek looks better every time we have ever increasing expectations of production value of artistic value of the craftsmanship of the game that we're playing and so this is a problem that needs to be solved on a fundamental level now gamers are smart they say hey guess what you know and start you know bummer but what's really a bummer is the leg and what I want to do is to win and so what I'll do then is I'll turn off vsync turning off vsync allows us to basically update the moment the frame buffer is complete we no longer wait for the vsync okay so the basic state machine goes complete my frame update my friend however by not waiting for desync the monitor could be right in the middle of a frame update the monitor could be somewhere in the middle of the skinning of the last page of the last frame as a result as a result you'll end up scanning the part of the last frame and part of the new frame it's an artifact cult area and this is how you ella straited draw one while you as soon as you're done drawing one you update it into the scan however the monitor is scanning frame zero switched over it flipped over and picks up where it left off and scans the rest of the screen with frame 1 meanwhile the frame buffer has flipped its drawing into the frame buffer as soon as that frame buffer is done it says I'm done I want to update the screen it starts scanning out to the screen the monitor stops scanning out from the previous frame picks up where the new frame is Alstom president you get this artifact called Terry that's what Terry looks like Terry as you can see the upper half of the screen is the previous frame the lower half of the screen is the new frame with vsync off you're tearing all the time it's very likely that you're tearing every other frame if not every frame and sometimes many times the frame you're just tearing all the way places but your blackness as Louis it could be your legs as low as you okay so these are your basic two trade-offs be safe on and vsync off the benefit of vsync on is that there's no tearing but you get stuttering and you get higher leg as the frame buffer is waiting to be skinned out or you have a frame buffer with vsync off however with vsync off you're no longer waiting for vsync you fundamentally get tearing but your life has improved and so there there are your two conditions that's your trade off and that trade off comes fundamentally because the GPU and the monitor are times one designed by one industry GPU designed by another industry as a result the two controls are completely independent of each other for the last several years our engineers have been working on trying to solve this problem I've described the fundamental problem and therefore the fundamental solution will be related to that it is only possible to solve this problem by creating a new GPU a new monitor technology and software that integrates the two you simply have to take a step back and ask yourself where are these artifacts coming from why do they come and how can I eliminate the bane of our existence nothing frustrates us more than building the world's most powerful GPU beautiful special effects everything beautifully rendered and the sucker is tearing all over the place there is just something fundamentally wrong about that and so we decided whether just a fantastic team of engineers went off working on the side trying to solve this problem trying to solve this puzzle and it was a huge undertaking you don't solve a problem that's been around for 40 years overnight and so they went off and studied the problem and they came back with a solution today we'd like to announce to you one of the most important works that we've ever done for computer graphics one of my proudest contributions as a company to computer graphics we call it the Nvidia g-sync the Nvidia g-sync technology is an end-to-end architecture that starts with the Kepler GPU and it ends with a brand new technology the g-sync module this g-sync module goes into a gaming monitor it replaces the scalar and a result of this g6 module we're gonna achieve some magic that we're going to show you the results bring you so much joy and just watching smooth buttery graphics the results obviously cannot be projected on the screen because the screen does projector doesn't have GC this is one of those things that you have to experience just give me a moment I want to show it to you GC starts at the Kepler GPU ends with this module that is going to be integrated into the top gaming monitors around the world a sous Thank You Philips viewsonic have already signed up my expectation is that Jason is going to be an essential component to gaming monitors in the future and so let me show you how g-sync works I'm going back to our chart here's basically what jisuk does instead of the monitor controlling the timing instead of the monitor controlling the timing every 60 hers is a refresh every 60 Hertz is a scan instead of the monitor controlling the timing we transfer two timing to the GPU and the reason for that is pretty clear we should update the monitor until the freighters done drumming and as soon as the frame is done drawing we should try to update the monitor as soon as we can does that make sense the logic is so fundamentally simple but the implementation of it is incredibly complicated and the reason for that is because LCD displays that art has been captured into our G sink model how to control how to drive how to maintain the color fidelity of all these different LCD displays as timing is fluctuating all are in place the basic functionality of GC is as soon as the frame buffer is complete we try to update the screen now if we have frame rate that's incredibly high if we have frame rate that's incredibly high of course we wait until the maximum refresh rate for the update the maximum refresh rate can now be variable obviously and so will drive the screen as fast as it can be triggered one of the nice things here is that now the refresh rate and the examples that we will show you later is 100 for hurts even if your frame rate is higher than 144 hurts your leg statistically won't be but if a couple of to three milliseconds so lag becomes very reduced stutter is basically eliminated because you're now completely asynchronous to the frame buffer we update the screen whenever the frame buffer is updated it and tearing as fundamentally gone okay and so this is what you think is the what I was going to come in just a moment when we show you guys G's ink and operation now we've set up a bunch of monitors and sitting right there they were quietly waiting for you guys you guys didn't even notice these g-sync monitors are already out here in front of you they look like just normal monitors because in normal mode you needed to operate exactly the same way as you would expect them under to operate however when you go into 3d mode magic has to happen experience it's gonna change how developers think about creating content how they decide how much content they decide to put into a game has a lot to do with the frame rate and the overall experience if it is the case now that you can have wonderfully silky experience with even more content and more dramatic changes between frame rates gosh who knows how great look what you guys were experiencing earlier was gtx760 usually when we guys when we give you demos we start with a GTX whatever is the best but we just chose a mid-range GTX 760 something that we're really first of all one of our favorite favorite GPUs one of the most successful GPUs today and connected to a g-sync monitor look how wonderful the experiences
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