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Crytek Shows 4K 30 FPS Ray Tracing On Non-RTX AMD and NVIDIA GPUs (techspot.com)

dryriver writes: Crytek has published a video showing an ordinary AMD Vega 56 GPU -- which has no raytracing specific circuitry and only costs around $450 -- real-time ray tracing a complex 3D city environment at 4K 30 FPS. Crytek says that the technology demo runs fine on most normal NVIDIA and AMD gaming GPUs. As if this wasn't impressive already, the software real-time ray tracing technology is still in development and not even final. The framerates achieved may thus go up further, raising the question of precisely what the benefits of owning a super-expensive NVIDIA RTX 20xx series GPU are. Nvidia has claimed over and over again that without its amazing new RTX cores and AI denoiser, GPUs will choke on real-time ray tracing tasks in games. Crytek appears to have proven already that with some intelligently written code, bog ordinary GPU cores can handle real-time ray tracing just fine -- no RTX cores, AI denoiser or anything else NVIDIA touts as necessary.

14 of 140 comments (clear)

  1. Fuck me. by PopeRatzo · · Score: 5, Funny

    Crytek has published a video showing an ordinary AMD Vega 56 GPU -- which has no raytracing specific circuitry and only costs around $450

    Wait a fucking minute. "Only" costs around $450? If I tried to spend $450 on a video card for gaming, my wallet would jump up and slap me on the head. Visa would call me and ask if my credit card had been stolen.

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    1. Re:Fuck me. by Joce640k · · Score: 2

      In six months that will be a $300 GPU. In a year it will be $150.

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    2. Re:Fuck me. by ArchieBunker · · Score: 3, Funny

      Aren't you missing your nightly cup of sleepy time tea and Jeopardy?

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    3. Re: Fuck me. by PopeRatzo · · Score: 5, Funny

      Get a better job.

      It has nothing to do with how much money I have or don't have. They're bragging about this $450 video card being able to do 30fps at 4k (but only if you have it attached to a PC that already cost you over $1000.. Before I do that, I'd buy a $450 PS4 Pro and spend the balance on an eight-ball of coke and take your mom out for a nice dinner and then anal sex.

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    4. Re:Fuck me. by NerdENerd · · Score: 3, Interesting

      I was super excited to play 4K the day I bought my shinny new 4K TV. But since then I have chosen 1080P over 4K on both my GTX 1080 and my PS4 Pro as the frame rate is waaaaaaaaayyyyyyyy more important than resolution.

    5. Re: Fuck me. by oic0 · · Score: 2

      As far as hobby expenditures go, it's not that bad. I spend far far more on paintball, motorcycles, and cars.

    6. Re: Fuck me. by Xenx · · Score: 2

      First, they're bragging about raytracing at 4k@30fps. The Vega 56 pushes around 30-40fps at 4k, without raytracing, depending on the game.

      Second, in terms of USD the Vega 56 is around $310, not $450. The PS4 Pro is $400. An entire computer, with the gpu, could be built for around $700-800. Best part, it can also be used to do every day computer things.

      Third, the Vega 56 is 50%+ faster in terms of gpu performance than a PS4 Pro. You're basically getting a better gaming experience, plus computer, for twice the price.

      I'm not saying PC gaming is for everyone. But, I personally would rather spend $800 on a PC over $500 on PC plus $400 on PS4 Pro. I'll admit I'm biased. I've owned a number of consoles, including PS4 Pro, but they've never been my primary gaming system. I've been building my own computers for 23 years.

  2. I've seen Vega 64s going for $350 by rsilvergun · · Score: 2

    which sounds like a lot, but I paid $300 for a Voodoo Rush in 95. That's $500 in today's money and it wasn't a big deal back then.

    I'm not sure if it's the $229 GTX 1060 6gbs or just plain the worse economy (it is a lot shittier, You could make $12/hr starting at a call center in my dirt poor town back then, which is $20/hr now for a job a high school dropout could get, now the same job pays $9.50/hr, or about $5.70/hr in today's money) but these prices didn't used to seem all that nuts.

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  3. No 'ray tracing' units on Turing- it's a con by Anonymous Coward · · Score: 3, Interesting

    Turing (Nvidia) has exactly ZERO ray tracing units. All 'ray' algorithm maths calculations are done on the standard shader cores- same as with this demo on the AMD Vega 56. So what gives?

    An ex-Nvidia engineer post on Beyond3d gave the game away. This engineer was partially responsible for the so-called 'ray tracing' enhancement on Turing. Put simply, this is what Turing does:

    a = b + c * d

    say the above is a ray maths calc (obviously it is not). The '+' and '*' are the maths operations done on the usual shaders. What every tech site misses is that there is another issue- the process that gets the VARIABLES to the shader ALU blocks.

    What Nvidia did with Turing was to add tiny ASIC circuits that allow the VARIABLES that represent triangles and rays to be more efficiently moved to the STANDARD shader units from the other units (like geometry). No RT 'cores' (there are no such thing in Turing) but a tiny logic hack that allowes the GPU to be reconfigured to move certain kinds of data much faster to the shader cores.

    However the significance of this is that if one arranges for ray/triangle data to be held in a more efficient form on a 'normal' GPU, the same ray 'acceleration' can be achieved.

    Not that even on Turing does REAL-TIME ray tracing happen. Real ray tracing needs far too many 'bouncy' rays per screen pixel to ever be possible on any ordinary GPU- and the problem with real ray tracing is MEMORY COHERENCE, not the maths of the ray/triangle collision.

    Turing 'ray tracing' is actually simple ray algorithms applied to real-time reflection maps (NOT true reflection) and shadows. Metro Exodus tried a very very basic form of ray averaging for lighting, which was no better than simply using more traditional light sources.

    And the tensor cores on Turing? Well unlike the non-existent ray tracing cores, the Tensor cores are real and use vast numbers of transistors. Why are the Tensor cores real- and the main reason Turing exists? Because Nvidia spent hundreds of millions of dollars developing new crypto currency mining algorithms to run exclusively on Tensor. However, crypto currency collapsed between Turing's design and release. Nvidia's future GAMING GPUs will not have tensor cores.

    Turing was 100% designed to displace AMD in the PC crypto currency mining space. Nvidia lost an absolute fortune with Turing cos of the collapse (and Nvidia actually reported this fact at its investor conferences in 2018).

    PS all practical 'ray' algorithms can be far better done (faster, less energy) using traditional raster algorithms. Light probe lighting methods with voxel data sets do the real time lighting more than good enough. Real time reflection maps do not need 'ray tracing' to deploy in reflection enhancement. Same applies to shadows- where good enough is better than extreme GPU power/processing requirements.

    Indeed, with shadows, the minor improvements to near shadows are not the issue- the issue is shadows being disabled beyond a certain z-distance- something ray methods actually make worse. Better shadows = MORE shadows and shadows across more of the scene.

    1. Re:No 'ray tracing' units on Turing- it's a con by im_thatoneguy · · Score: 3, Informative

      As someone who works with raytracers you're spouting gibberish.

      There are two components to raytracing: ray intersection and shading. No shit that Nvidia uses their SHADING hardware to shade raytraced rays. What they added was ray-intersection hardware which yes does take a good bit of processing power on non-trivial scenes.

      Yes ray cohesion is important and no Nvidia didn't address it (like arguably Caustic\IMG did with their now-dead OpenRL raytracer) but they are in fact tracing rays.

      As to raytracing needing "bouncy rays". You're confusing Global Illumination with "Ray Tracing". Ray tracing is just firing rays and returning the results. You are using a no-true-scotsman falacy to equate one with the other. If you raytrace only primary visible rays (like a rasterizer) you're still raytracing even if you have 0 bounces. And bounces is exactly where the RT cores do help boost the trace rate on the RTX GPUs.

      As to why there are Tensor Cores? Because you already mentioned that you need millions of bouncing rays to deliver global illumination. Imagination Technologies almost delivered true ray counts high enough for GI but it was still too noisy. Nvidia without cohesion for its shaders said "how can we do global illumination without ray counts high enough?" and the answer was to apply a denoising neural net. So RT cores + a large tensor unit means they can denoise their low sample count raytracing into something useful.

      As to "Rasterization can do anything raytracing can do but better". That's a load of bullocks. Raytraced shadows are infinitely more memory efficient. You also can't have self-reflections with reflection maps. There is a reason every single production renderer in existence today for high end visual effects is now a raytracer. Ray tracing is more efficient, it's faster and it produces far superior quality to rasterization hacks.

  4. Re:Haha. by gweihir · · Score: 2

    Nvidia has always been full of it. To see them exposed as the frauds they are _this_ quickly is very nice.

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  5. Re:Haha. by Tough+Love · · Score: 2

    The biggest lie they ever told is that their stock value is worth ten times annual revenue, which explains why they were willing to outbid Intel for Mellanox, because they were basically paying half price.

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  6. All raytracing is not equal by igotmybfg · · Score: 5, Informative
    This video shows "classical" raytracing, in which rays are traced coherently, and it has long been doable in realtime on a GPU because it is trivially parallelizable. It looks impressive because it can do mirror- and glass-type effects (specular reflection and refraction), but there is more to photorealism than just those effects. In particular, while ray tracing does simulate light bouncing around a scene, it doesn't do so in a physically-accurate way.

    What nvidia means by "ray tracing" with their RTX thing and the AI denoiser is actually path tracing, which uses incoherent rays and actually does simulate light bounces in a physically accurate way. Effects like depth of field, soft shadows, caustics, ambient occlusion, and diffuse interreflection are a natural result of the path tracing algorithm, but have to be specially accounted for in other algorithms like ray tracing. A good reference for this is Physically-Based Rendering, by Matt Pharr. Because the rays in a path tracer are incoherent, it's an inherently noisy algorithm that requires many samples to reduce variance to acceptable levels. That's where the AI denoiser comes in - it's able to take a noisy image made with fewer path-traced samples and reduce variance to an acceptable level in realtime.

    The guys over at brigade also have an actual realtime path tracer, and while the work is world-class and draw-droppingly impressive, you can see how noisy it still is.

  7. Impressive. However... by OneHundredAndTen · · Score: 2

    Why is it the case that objects in videos that show off graphics capabilities always look shiny, brand-new, crisp, all the time? Even when they are supposed to be old and dusty, they manage to look very shiny, brand-new and crisp.