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remi

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Everything posted by remi

  1. 25-35% is actually a big gain.
  2. On paper, the 1080ti is 50% slower.
  3. Looks like the 2080ti is 30-50% faster than the 1080ti. That's all you need to realize how much more advanced Turing is compared to Pascal.
  4. Turing is 30%-50% faster than Pascal. I think getting Turing is a no brainer, but I guess people like spending top dollar for 3 year old technology
  5. Why buy ancient almost 3 year old tech? Makes no sense.
  6. http://on-demand.gputechconf.com/gtc/2018/presentation/s8521-advanced-graphics-extensions-for-vulkan.pdf Definitely coming to Vulkan.
  7. If you bought a 1080ti in July 2018, you got about a month of having the latest tech. If you buy the 2080ti on day 1, you get 2.5 years of latest tech. If you buy a 2080ti in 2.5 years, you have latest tech for 1 month. Ad nauseum. This isn't difficult to understand... :doh:
  8. I might be wrong on this, but I think the radar already uses "rays" to simulate radar beams. It's why ED's implementation of radar surpasses every other simulator's rendition.
  9. They've already announced Vulkan integration in process, and this was done for improving performance. Obviously ED is doing whatever it takes to increase performance for both VR and traditional graphics, and foveated rendering is obviously obvious. :doh:
  10. Guess what, ED is as concerned with VR performance as with traditional performance. What's going to improve VR performance the most? Foveated rendering. Since you need Turing to do foveated rendering at high enough performance, guess what, ED is going to recommend Turing for the best performance for VR. The way I see it, I wouldn't try to do VR in anything less than a 2080 because of all the performance penalties you take going with ancient GPU tech. 1) Low resolution 2) low-quality textures 3) turning off eye-candy for the sake of getting more than 30fps in VR in a busy scene. etc, etc.
  11. The 2080 and 2080ti debuted today, so... You want benchmarks? Ok, as if knowing you'll have a 10% or 20% or 30% gain is going to make a difference to your purchase decision, when you flat out can't run ray-tracing in games until you purchase a 2080? :doh:
  12. Your 1080ti has fewer CUDA cores, it's missing Tensor cores, and it has horrible ray-tracing performance. In 12 months your Pascal will be about 3.5 years old as far as GPU technology, and there won't be a 3080 in 12 months, so you'll be waiting another 18 months to get the next gen. So you'll be running a 5 year old GPU, waiting for the next gen, and trying to justify your Pascal purchase? Good luck with that. :doh:
  13. Nvidia showed off Turing last week and the cards debuted today, so at this point it's all show, and the performance gains and new features take the cake.
  14. For the VR users out there, apparently foveated rendering is coming, but only to the RTX cards. I feel bad for the VR users who bought into Pascal within the last year.
  15. Clock speed, arch differences, nvidia charging $$$$ more than the 1080ti, yadda yadda yadda. :doh:
  16. I feel bad for everyone who bought Pascal in the last year.
  17. Why aren't physics calculations handled by the GPU?
  18. 4k is future. But 4k up close and small doesn't make sense. 4k big and farther away is best. Good for immersion, and small details aren't lost because the pixel density is too high. I think BFGD makes the most sense, though 65" is probably too big. 50-60" would be a better sweet spot.
  19. Vulkan already is the future standard. The Khronos Group began a project to create a next generation graphics API in July 2014 with a kickoff meeting at Valve Corporation.[36] At SIGGRAPH 2014, the project was publicly announced with a call for participants.[9] According to the US Patent and Trademark Office, the trademark for Vulkan was filed on February 19, 2015.[37] Vulkan was formally named and announced at Game Developers Conference 2015, although speculation and rumors centered around a new API existed beforehand and referred to it as "glNext".[38] 2015 Edit In early 2015, LunarG (funded by Valve) developed and showcased a Linux driver for Intel which enabled Vulkan compatibility on the HD 4000 series integrated graphics, despite the open-source Mesa drivers not being fully compatible with OpenGL 4.0 until later that year.[39][40] There is still the possibility[41] of Sandy Bridge support, since it supports compute through Direct3D11. On August 10, 2015, Google announced that future versions of Android would support Vulkan.[42] Android 7.x "Nougat" launched support for Vulkan on August 22, 2016. Android 8.0 "Oreo" has full support, but there are no news on making Vulkan available on Android 6.0.1 "Marshmallow". On December 18, 2015, the Khronos Group announced that the 1.0 version of the Vulkan specification was nearly complete and would be released when conforming drivers were available.[13] The specification and the open-source Vulkan SDK were released on February 16, 2016.[1] 2016 Edit On December 15, 2016, Unity Technologies announced that version 5.6 of their game engine, Unity, would support the Vulkan API.[43] 2017 Edit On February 9, 2017, Croteam announced that it would be adopting the Vulkan API in its games and leveraging it to make their games more cross-platform friendly.[44] On March 19, 2017, Cloud Imperium Games announced that Star Citizen would be using the Vulkan API instead of Direct3D.[45] On July 25, 2017, Crytek released a preview of CryEngine 5.4 which added beta support for Vulkan.[46] 2018 Edit On February 26, 2018, Khronos Group announced that the Vulkan API became available to all on macOS and iOS through the MoltenVK library, which enables Vulkan to run on top of Metal.[47] Open-sourcing of MoltenVK Edit Previously MoltenVK was a proprietary and commercially licensed solution, but Valve made an arrangement with developer Brenwill Workshop Ltd to open-source MoltenVK under the Apache 2.0 license and as a result the library will be available to all. Valve also announced that Dota 2 can as of 26 February 2018 run on macOS using the Vulkan API, which is based on MoltenVK.[48] Vulkan 1.1 Edit On March 7, 2018, Vulkan 1.1 was released by the Khronos Group.[49] This first major update to the API standardized several extensions, such as multi-view, device groups, cross-process and cross-API sharing, advanced compute functionality, HLSL support, and YCbCr support.[50] At the same time it also brings better compatibility with DirectX 12, explicit multi-GPU support and lays the groundwork for next generation of GPUs.[51] Alongside Vulkan 1.1, SPIR-V also got updated to version 1.3.[50] Software that supports Vulkan Edit Video games Edit Main article: List of games with Vulkan support The Talos Principle – The first game with Vulkan rendering support.[52] Dota 2 – Vulkan support was released in May 2016.[53] Doom – Vulkan support was released in July 2016.[54] vkQuake – A Vulkan Quake port was released in July 2016.[55][56] Roblox – In March 2017, Vulkan support for Roblox editing in Roblox studio was added but not for Roblox gameplay. Star Citizen – In March 2017, the Director of Graphics Programming for Cloud Imperium Games, Alistair Brown, announced on the official Star Citizen forums that Cloud Imperium will now only focus on implementing Vulkan into Star Citizen and Squadron 42. Support for DirectX 12 will be dropped as it would require customers to use Windows 10.[45] Mad Max – In March 2017, the developers added beta support for Vulkan exclusively for the Linux port.[57] Ballistic Overkill – Vulkan support was released in May 2017. Quake III Arena Kenny Edition – A Quake 3 engine modification added Vulkan support in May 2017. Ashes of the Singularity: Escalation – Vulkan was added in an after release update. vkDoom3 - a Vulkan port of Doom3 BFG support was released in August 2017. Wolfenstein II: The New Colossus - Launched in 2017 with only Vulkan support X4: Foundations - To be launched in 2018 with a Vulkan-only graphics engine X-Plane 11 - Laminar Research announces in the second half of 2017 their intentions to move from OpenGL to Vulkan, starting the testings in 2018. Game console emulators Edit Beetle/Mednafen PSX,[58] Libretro port of Mednafen PlayStation Dolphin[59] Libretro port of Mupen64Plus[60] RPCS3 PPSSPP Xenia Game engines Edit Source 2 – In March 2015, Valve Corporation announced the Source 2 engine, the successor engine to the original Source engine, would support Vulkan.[61][62] Serious Engine 4 – In February 2016, Croteam announced that they were supporting Vulkan in their Serious Engine.[63] Unreal Engine 4 – In February 2016, Epic Games announced Unreal Engine 4 support for Vulkan at Samsung's Galaxy S7 Unpacked event.[64][65] Torque 3D – In April 2016, the developers community announced they will include Vulkan support.[66][67] id Tech 3 – Vulkan support was added in May 2017.[citation needed] id Tech 4 – Vulkan support was added in August 2017.[68] id Tech 6 – In May 2016, id Software announced Doom, running the id Tech 6 engine, would support Vulkan.[69] Xenko – Vulkan support was added in July 2016.[70] Unity – The engine has support for Vulkan since version 5.6.[71] CryEngine – Support for Vulkan was added in the 5.4 release.[72] Intrinsic – A free and open-source cross-platform game engine that supports Vulkan.[73] Unigine – In April 2017, Unigine Corp announced that Vulkan support for Unigine is in the roadmap for 2017.[74] Abyss Engine – In May 2017, Deep Silver FISHLABS released Galaxy on Fire 3 on Android with Vulkan support.[75] Banshee 3D – A free and open-source cross-platform game engine that supports Vulkan.[76] Godot – a 2D and 3D, cross-platform, free and open-source game engine. In late February 2018, the developers announced that they will shift their focus from solely using OpenGL ES 3 to target all platforms, to instead using a combination of OpenGL ES 2 and Vulkan.[77] Rendering engines Edit UX3D Engine – Vulkan support was added in September 2017. Development tools Edit GPU PerfStudio 3.6 supports Vulkan on Linux and Windows.[78] GTK+ Scene Graph Kit, released on March 2017 as part of GTK+ 3.90, has a Vulkan rendering path.[79] RenderDoc has support for Vulkan, since it was added on February 10, 2016.[80] OS components Edit The Vulkan Window System Integration (WSI) does for Vulkan what EGL does for OpenGL and OpenGL ES.[81] EGL is used by OpenGL and OpenGL ES programs to interface with the native platform windowing system. EGL handles context management, surface binding and rendering synchronization. Compatibility Edit Initial specifications stated that Vulkan will work on hardware that currently supports OpenGL ES 3.1 or OpenGL 4.x and up.[82] As Vulkan support requires new graphics drivers, this does not necessarily imply that every existing device that supports OpenGL ES 3.1 or OpenGL 4.x will have Vulkan drivers available. Vulkan 1.1 with higher efforts is supported by the newer lines in Hardware like Intel Skylake and higher, AMD GCN 3rd and higher, Nvidia Kepler and higher. AMD, Arm, Imagination Technologies, Intel, Nvidia and Qualcomm supports actual hardware since second half of 2018 Vulkan 1.1 with own drivers. Mesa 18.1 supports with RADV and ANVIL driver AMD and Intel hardware. Android 7.0 Nougat supports Vulkan 1.0.[83] The software was released in August 2016.[84] Vulkan 1.1 will be supported in Android 9.0 (Android P). [85] Vulkan support for iOS and macOS has not been announced by Apple, but an open-source library exists which provides a Vulkan implementation that runs on top of Metal on iOS and macOS devices.[25
  20. Vulkan is the replacement for opengl, so obviously it hasn't gone anywhere. The reason why directx was more popular in Windows was because it was a windows exclusive API. With Mac os x and Linux gaining increasing market share, and the explosive growth of mobile devices, directx is clearly a dying API. The sooner it dies the better off everyone will be, except for Microsoft
  21. Why focus on both when you can focus on one, which will continue to improve dramatically since most studios see the writing on the wall regarding interoperability.
  22. If DCS is ever going cross platform, it will absolutely need Vulkan. Windows only crap APIs are the worst future proofing you can do for a game engine.
  23. 4k gaming is the same across CPUs anyways, so it doesn't make sense to maximize single threaded performance since you won't see a difference in 4k.
  24. I think the 60 PCIe lanes is why you should go with at least a Threadripper. Regular Ryzen/Intel don't have anywhere close to that number of PCIe lanes.
  25. DCS needs parallelization to take advantage of additional cores, but since more cores is the way of the future instead of higher clock frequency, your money is better spent on more cores. Threadripper 2950x seems like it's the best option.
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