AMD Announces Radeon VII, Its Next-Generation $699 Graphics Card (theverge.com)
An anonymous reader shares a report: AMD has been lagging behind Nvidia for years in the high-end gaming graphics card race, to the point that it's primarily been pushing bang-for-the-buck cards like the RX 580 instead. But at CES, the company says it has a GPU that's competitive with Nvidia's RTX 2080. It's called the Radeon VII ("Seven"), and it uses the company's first 7nm graphics chip that we'd seen teased previously. It'll ship on February 7th for $699, according to the company. That's the same price as a standard Nvidia RTX 2080. [...] AMD says the second-gen Vega architecture offers 25 percent more performance at the same power as previous Vega graphics, and the company showed it running Devil May Cry 5 here at 4K resolution, ultra settings, and frame rates "way above 60 fps." AMD says it has a terabyte-per-second of memory bandwidth.
Yes, AMD is lagging behind but I will still go with AMD graphics over NVIDIA because NVIDIA has an anti-open source stance. It's good news that AMD's graphics chipsets are getting better.
Dmc5 isn't even out yet. So the fact that it runs it on ultra at above 60 FPS in 4K at that. Is a good thing.
It's almost like you haven't seen what a new 1080ti or rtx2800 costs right now
Yeah, real time ray tracing isn't really a thing yet. They haven't really built video cards powerful enough to enable it without a huge performance hit.
Maybe the next gen cards will support it in 2020... but it's not gonna happen now.
apple mac pro price $999
I see the 1080 ti going from almost $800 to almost $1680 (newegg) I can find some Nvidia RTX 2080 for as cheap as 699.99 to $1,699.00.
I fail to see what your issue is?
The spirit of resistance to government is so valuable on certain occasions that I wish it to be always kept alive
There's a bit of a terminology snafu here:
v(ertical)sync's original meaning is the once-per-frame signal between monitor and video card that lets them stay coordinated and display a stable image (in combination with h(orizontal)sync, which happens once per line)
Then there's the more modern usage where you "turn on vsync" in a game. But what that's actually turning on is "vsynced rendering", or perhaps better expressed "sync the framebuffer update to the monitor vsync signal"
And yes,"turning on vsync" does stop the tear line, because waiting for vsync to flip the framebuffer means the buffer doesn't change while the monitor is refreshing. But it does so at the expense of drastically reducing the frame rate, at least intermittently. Framerate can only be adjusted in integer multiples of frames, so if you're only able to render at 57Hz, then syncing the rendering engine to vsync will drop the frame rate to 60/2 = 30Hz, either permanently or as "stuttering", depending on exactly how the synchronization is implemented.
(Hmm, I'm a bit rusty, but I think you need triple-buffering to only see stuttering - pretty sure that double-buffering requires you to wait until vsync to free up the "old" framebuffer before you can start rendering the next frame, which means *every* new frame will take slightly too long to render, and thus *every* old frame will be displayed for an extra refresh while your computer sits idle, dropping you to 1/2 your montors refresh rate. Triple buffering lets you render one frame while a second waits for the monitor to finish displaying the third. Can anyone confidently confirm or correct me?)
That's actually one of the big draws for high frame rate monitors - smoother vsynced rendering. If your monitor refreshes at 120Hz instead of 60Hz, then a 57Hz rendering engine will cause the framerate to stutter between 120/2=60Hz and 120/3=40Hz. Or alternately, your game might be able to lock to a slower refresh rate - e.g. a nice stable 40 Hz in this case (which is kind of slow, and probably probably why rates like 144Hz are more popular - you can run that at 72 or 48Hz, either of which is pretty solidly above the motion perceptual threshold)
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