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Introducing the GTX 980 Ti - Computex 2015 Kickoff

2015-05-31
excellent what's up everyone welcome to my copy text 2015 coverage I am here in Taipei Taiwan okay I'm not actually in Taipei Taiwan i'm still in Los Angeles I've actually been invited to a special press event by Nvidia so I'm gonna head inside if you're watching this video it means it's June first and i am now allowed to present this information i have no idea what they're going to be showing off inside so i'm going to head in but first before i do that big thank you to my sponsors for computex 2015 i would not be here without them or in taiwan which is where I'll be when you watch this video that is anyway msi coolermaster as well as g.skill big thanks to them and on with the show after successfully passing through several security checkpoints and submitting myself to a full body cavity search I was led to a small dank room where I met the mysterious and elusive Brian as well as Tom from Nvidia they laid some knowledge on me which I will now share with you guys because I now know what the knowledge is and I can do that now of course the biggest news is a geforce gtx 980 TI it has been confirmed and it is going to be selling for six hundred and fifty dollars MSRP along with the 980 TI launch comes a gtx 980 price drop that's going all the way down to five hundred dollars so you guys if you're interested in 9980 can get that for a few less dollars but a lot of the information they talked about was somewhat related to the 980 TI we're going to talk a little bit about g-sync a little bit about Direct X 12 a little bit about virtual reality and then I'll be coming back to the 980 TI at the end because I have specs that I can share with you guys let's start out by talking a little bit about g-sync first off LCD monitors have something called overdrive that they do with their pixels they try to push a pixel towards a specific color more aggressively than they actually need to in order to get to that color by the time the monitor is going to refresh nvidia is working on something called variable overdrive this will predict the next pixel refresh so that it can be refreshed in a quicker manner in order to work within the limitations of the variable refresh rate that g-sync actually does it doesn't make sense basically what they're trying to do is make things faster for you and also make sure that as the LCD is refreshing it can actually get you the proper colors now a variable drive will predict the next pixel refresh time it will apply the overdrive accordingly it basically solves that problem which is one of the limitations of variable refresh rate monitors another thing that they mentioned was that g-sync actually does not have a performance impact so bear that in mind that's been a common misconception people think that when you turn on vsync you get less performance that's actually not true another cool thing that they have what you think is windowed mode g-sync which is something that folks have been asking for at least according to nvidia i didn't quite see the the practical purpose for it but when i asked them they said well it's something that people ask for so we did that after using multiple games whatever window has focus will refresh the monitor accordingly so g-sync will work with whatever game you're running so if you like to run multiple games in windowed mode this this updates for you I suppose another cool thing is that g-sync is now going to be coming to more notebooks the 900 m series notebooks will support g-sync and NVIDIA actually wants to make g-sync a standard on all of their gaming notebooks which I think makes a lot of sense another nice thing about g-sync is that no scalar is needed since the scaling takes place within the g-sync module chip that's another benefit and NVIDIA is going to be releasing or they are now working on the first 75 first gaming notebook displays let's move on though let's talk a little bit about DirectX 12 since the 980 TI is fully compatible with directx 12 there's actually a few different levels of DirectX 12 there's 12 0 which has a cool features like volume titled resources sounds very complicated but basically you have a what would traditionally be rendered a full texture you have a tiled texture which is breaking that texture up so it doesn't have to render the entire texture and then volume titled textures is a new thing which adds three dimensions to it so you can break up a texture and you can only render the textures that are needed to render and that's going to save you some GPU compute time there's also a feature with DirectX 12 underscore zero or I'm sorry Direct X 12 underscore one called conservative raster anytime that it's doing 3d operations of the lonely 3d pipeline as its rendering your game at a certain point it needs to rasterize the image which is basically to take 3d polygons and make it into actual pixels conservative raster will basically it renders outside of the lines the inside of the lines as you can bite maybe see in this image and this was going to lead to much better shadow reproduction so especially when you're using ray tracing and ray traced shadows you'll notice much cleaner shadows and that's just one of the cool features of DirectX well it can give you better image quality without necessarily hurting your performance moving out to some VR news NVIDIA has been working a lot on VR and if you guys are interested in VR well you should keep watching this video I suppose all right so let's talk about their VAR optics system which is using something called multi res shading now the traditional or older method of rendering when you're using VR because you need a different image for each eye and you also need to warp the edges of the image in order for it to look properly since the image is actually so close to your eye now the old method would render the standard image and it would warp the edges of the image in order to make it appear properly when you're actually looking at it through VR goggles now what the new method is called is multi res sheeting and what they're actually doing is they're splitting the screen up into a bunch of different viewports that's what nvidia calls them and then with the center viewport there's no warping needed but around the edges they will actually work those individually this is going to solve the problem that the older method method had which was that it was rendering pixels that you didn't actually see on the screen it does it in real time so it does it multi so multi res shading actually renders this whole thing in one single pass it doesn't need to go through it multiple times the end result is about 1.3 x 22 x the pixel shader performance so if you're a VR fan that's going to be something that you're definitely gonna be interested in their VR stuff that Nvidia is working on by the way is part of their game works sdk for VR game developers and I'm sure that's something that a lot of folks are going to be looking forward to as we move towards a proliferation of VR devices that are actually coming out to the market now thank God but I know the biggest news that you guys are probably most interested in is confirmation of the price point which already told you for the GTX 980 TI that's six hundred and fifty dollars as well as these specifications let me run down those for you right now you'll find that it is extremely extremely similar to the g-force and the to the titan x which nvidia already launched except it has six gigs of video memory instead of 12 gigs of video memory other specs include six graphics processing clusters 22 streaming multiprocessors a total of two thousand eight hundred and sixteen at cuda cores 176 texture unit units 96 are Opie's it's going to run out of base clock of a thousand megahertz and it will get a boost clock of about a thousand 75 in my experience usually the GPUs scale beyond that and go even faster and of course this is going to be overclockable as well the memory clock is 3500 5 megahertz or about seven thousand ten affective memory data rate is seven gigabits per second and it's got a 384-bit memory interface already mentioned six gigs are 6144 megabytes of gddr5 memory memory bandwidth the 336 point 5 gigabytes per second it's still built on the 28 nanometer manufacturing process no surprise there eight billion transistors since this is the big Maxwell vs. a smaller Maxwell that we saw with the GTX 980 3 display part outs on hdmi on a dual link DVI same form factor dual slot and the same basic design that we've seen in video use since going all the way back to the original GTX Titan but the recommended power supplied for this is 600 watts it's got a 250 watt TDP so again sticking with the same TDP as the Titan X and thermal threshold 92 degrees Celsius and that is all the specifications that I have about the geforce gtx 980 TI now there's other folks who have had this card for the past's a week plus and they've been testing it I haven't been able to do that because I've been in China but I'm I believe I'm going to be getting one as soon as I get back and i'll be doing some additional testing so if you're watching this video let me know in the comments what kind of tests what kind of a demonstrations maybe you want to see what the geforce gtx 980 TI and i will see if i can do that in the meantime though thank you for watching this video this is my first copy text 2015 video another big thank you to all my sponsors msi coolermaster as well as g.skill and by the way i'm in taiwan now i know at the beginning of this video I was in Los Angeles that's crazy how fast i went from there to here if you don't believe me it probably it probably doesn't look all that special right now it's cuz i'm in my hotel room ok here I'll show I'll show you yeah see that's that's that one out there it's getting dark it's actually sunday right now but i think i'm going to go meet up with the guys from tech syndicate so guys if you're watching this video hit the like button and stay tuned for more coverage from computex 2015 all out
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