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GeForce RTX 2000 Thread

zna li neko da li Windows LTSC podrzava ray tracing?
sad se setih i toga...
 
Koliko sam informisan, nisam imao pojma da je 2080 super vec pustena. Sad proverih JD, samo par modela moze da se poruci sto znaci da ni ovde zapravo nista nema na stanju a cene obicnih 2080 ostale iste. Nesto tu ne stima. Sto se tice performansi - ocekivano s obzirom na "poboljsanja". Interesantno je da ima prostora za jos ~200MHz boost frekvencije na jezgru pored nominalnih ~1850 a koliko sam video, razlika izmedju referentne i partnerske karte je 1 frejm. Gledano sa stanovista snage kartica je veoma mocna ali bi cena ipak morala da ide na dole. Iz prostog razloga sto ce ovim tempom uskoro visa klasa da kosta preko 1000e a vec sad imamo performanse da se 4K gura bez vecih problema. Nadam se odgovoru AMD-a koji ce biti dobar po trziste i nas kupce.
 
Teško će AMD imati odgovor u ovoj klasi. Pogotovu ne po nižoj ceni. Kako mi se čini, AMD se preorijentisao na nižu klasu i manje zahtevne korisnike, shvatili su da ne mogu da isprate Nvidiu.

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zna li neko da li Windows LTSC podrzava ray tracing?
sad se setih i toga...

Windows 10 Enterprise LTSC 2019 je Version 1809 pa prema tome podržava.

EDIT: Imaj na umu da Version 1809 podržava do WDDM 2.5 i za sva poboljšanja koje regularne verzije Desetke budu dobijale(kao što je WDDM 2.6 i Shader Model 6.4 u Version 1903) LTSC 2019 neće dobiti.
 
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hvala na odgovoru, za sada je dovoljno jer nema puno igara sa ray tracing podrskom niti mi je toliko bitno. hteo sam samo da proverim i cisto probam koliko da testiram grafiku.
 
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Stigla rtx 2070s FE...izgleda prelepo.
Podigao sam core clock za 130MHz i ram za 800MHz, znam da može više ali ne bih da je gazim zbog dva frejma.
Za sada par igara što sam probao lete na 1440p 144Hz, naravno uz par oborenih detalja.
 
Čestitam! :) Na koliko ti sada radi memorija ?

Kod nekoliko različitin review-a RTX 2080 Super karte, primetio sam da memorija ide preko 18Gbps.

https://www.techpowerup.com/review/nvidia-geforce-rtx-2080-super-founders-edition/32.html

Nije mi jasno zbog čega su memoriju namestili na 15,5 Gbps kad očigledno memorisjki kontroler može mnogo više.

Btw, sad kad je konačno izbačen full TU104 GPU, može da se napravi poređenje sa GP104 (GTX 1080):

https://www.techpowerup.com/review/nvidia-geforce-rtx-2080-super-founders-edition/27.html

u 4K razlika je skoro 60% što je odlično, obzirom na samo 20% više shejdera i 100-150Mhz veći boost clock.

Malo mi je čudno što nVidia više ne nudi full TU106 GPU ni u jednoj karti.

I dalje smatram da je sa stanovišta performance+features per transistor TU106 najbolje izbalansiran GPU. Od TU106 (RTX 2070) ima 25% više ali je u 4K brži ~30%. Toliko je brži kad se uporedi sa Navi-jem, s tim što od njega ima ~32% više tranzistora ali sa dodatnim RT i Tensor jezgrima. Naravno u nižim rezolucijama, razlika je manja.
 
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stigla 2080 Duke OC, dobio sam samsung memoriju :)

ovo cudo je ogromno, jedva sam ga nagurao u kuciste... malo kasnije cu da je testiram kroz bench i igre ali verujem da ce biti primetne razlike u odnosu na 1070 Ti.

r_DSC_1068.jpg r_DSC_1072.jpg

evo i dva testa na brzaka:

valley.png heaven.png
 
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Koliko te je izasla?

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@ericm

Hehe knap knap :D lepa karta nema sta
 
Sada gledam, ima mogucnost i mnogo vise bandwitha da pruzi(4x 3840x2160 @ 120 Hz), a pitanje je drivera da li moze da setuje 3 monitora tako.
Ako vec imas monitore, isprobaj, samo sa manjim rezolucijama, jer ako sada moze neka Nvidia da ti tako setuje konfiguraciju, makar i na nizim rezolucijama, moci ce i quadro 100%...
A mozes mozda i proguglati na netu da li neko vec ima nesto slicno.

Edit: proguglah ja, trebalo bi da to moze, jer bandwitha ima dovoljno i da stavis 4 ta 4k monitora, a ne 2 4k i 1 fhd, a vidim da radi takva konfiguracija ljudima na netu.
 
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Hvala na ulozenom vremenu i trudu.

Pre kada sam trazio nisam uspeo nista da nadjem, ali sada sam malo promenio Search parametre u skladu sa tvojim post-om i dosao sam do istog zakljucka, odnosno da ce sve raditi. Pokusacu sutra da stavim 3x 1080p monitora u horizontalu na nVidia Quadro M2000M pa da vidim sta se desava (po mojim dosadasnjim iskustvima bi trebalo da radi).

Inace, privatno od monitora imam samo ovaj treci 1080p :), pa ne mogu uraditi full test.
 
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Update:

3x1080p displeja u konfiguraciji na slici ispod bez problema funkcionišu na nVidia Quadro M2000M, tako da verujem da će konfiguracija monitora iz mog prvobitnog pitanja funkcionisati.
3x1080p.jpg

Hvala na pomoći još jednom!
 
@ericm

Hehe knap knap :D lepa karta nema sta

pa nije bas knap, tj. nije ni stala :D

morao sam sa dva malo duza srafa da vratim prednji fan bracket kako bih napravio jos koji mm rastojanja od grafe jer je udarala u ventove i nije moglo da se usrafi normalno... ali sam je nagurao svakako :D
 
Šta bi na kraju, izlazi li 2080ti super ili ne?
 
Da li je 6700K na 4.5Ghz dovoljan za RTX 2070 Super u 1440P rezoluciji ?

Takođe, ako imate neki dobar svežiji test CPU-ova u gaming-u, može link.
 
Da li mogu 2070 Super da se vežu u SLI?

Послато са SM-G975F помоћу Тапатока
 
Mogu.

 
https://www.youtube.com/watch?v=blbu0g9DAGA&t=1035s

Do sad najbolja prezentacija RTX efekata, rekao bih.

Kad se uključi svih pet RT efekata performanse padaju 40-50%:

https://wccftech.com/control-pc-performance-explored-all-in-on-rtx/3/

Za DLSS su koristili novu tehniku prvi put sada u ovoj igri i takođe obećavaju nova poboljšanja za DLSS:

https://www.nvidia.com/en-us/geforce/news/dlss-control-and-beyond/

With the Turing architecture, we set out to change gaming with two big leaps in graphics: real-time ray tracing and AI super resolution, aka DLSS. Ray tracing provides the next generation of visual fidelity; DLSS boosts performance so you can enjoy that fidelity at higher frame rates.

Control, released this week by Remedy Entertainment and 505 Games, showcases breathtaking ray tracing effects. Delivering these effects, however, requires more computation per pixel than any previous method.

Achieving great frame rates in games like Control means new approaches to rendering. Our approach: super resolution -- rendering fewer, richer pixels and using advanced techniques to output at higher resolutions with great image quality.

Next Generation Games Need Super Resolution
Ray tracing, physics, animation, and higher resolution displays drive up GPU computing needs exponentially. Ray tracing alone can require many times the computing horsepower of traditional rasterization techniques. Dedicated ray tracing hardware, such as Turing’s RT Cores, are key to addressing these new computing demands.

But even RT Cores aren’t always enough to handle maximum-fidelity graphics at 4K+ resolutions. An additional approach is needed. One that focuses computing horsepower on fewer, more beautiful pixels, then uses super resolution techniques to enjoy these pixels at native display resolutions with pristine image quality.

An Image Processing Approach to Super Resolution
One of the core challenges of super resolution is preserving details in the image while also maintaining temporal stability from frame to frame. The sharper an image, the more likely you’ll see noise, shimmering, or temporal artifacts in motion.

During our research, we found that certain temporal artifacts can be used to infer details in an image. Imagine, an artifact we’d normally classify as a “bug,” actually being used to fill in lost image details. With this insight, we started working on a new AI research model that used these artifacts to recreate details that would otherwise be lost from the final frame.

This AI research model has made tremendous progress and produces very high image quality. However, we have work to do to optimize the model's performance before bringing it to a shipping game.

Leveraging this AI research, we developed a new image processing algorithm that approximated our AI research model and fit within our performance budget. This image processing approach to DLSS is integrated into Control, and it delivers up to 75% faster frame rates.

Let’s look at an example video, below. The left side uses Control’s in-engine scaling. The right side shows DLSS. Both sides are rendering at 720p, and outputting at 1080p. Notice how DLSS brings out more detail and improves temporal stability, reducing flickering and shimmering.
Deep Learning: The Future of Super Resolution
Deep learning holds incredible promise for the next chapter of super resolution. Hand engineered algorithms are fast and can do a fair job of approximating AI. But they’re brittle and prone to failure in corner cases.

Take self-driving cars, for instance. For years, engineers tried to hand code every potential scenario an automobile could find itself in. But this approach failed given the massive number of variables. Even locating cars reliably in a video is a tough task since they can look different based on distance, lighting, color, and shape. Self-driving cars needed AI to progress.

While self-driving cars operate in a complex physical world, games run in large virtual worlds. Accurately anticipating the color and motion of every pixel across many games is too difficult to code by hand. Rather than solve the problem via infinite conditional statements, deep learning learns the algorithm from the data.

Deep learning-based super resolution learns from tens of thousands of beautifully rendered sequences of images, rendered offline in a supercomputer at very low frame rates and 64 samples per pixel. Deep neural networks are then trained to recognize what beautiful images look like. Then these networks reconstruct them from lower-resolution, lower sample count images. The neural networks integrate incomplete information from lower resolution frames to create a smooth, sharp video, without ringing, or temporal artifacts like twinkling and ghosting.

There are many other examples of how deep learning is used to create super resolution images and video, create new frames of video, or transfer an artist’s style from one image to the next. Before Turing, none of this was possible in real-time. With Turing’s Tensor Cores, 110 teraflops of dedicated horsepower can be applied for real-time deep learning.

Let’s look at an example of our image processing algorithm vs. our AI research model. The video below shows a cropped Unreal Engine 4 scene of a forest fire with moving flames and embers. Notice how the image processing algorithm blurs the movement of flickering flames and discards most flying embers. In contrast, you’ll notice that our AI research model captures the fine details of these moving objects.With further optimization, we believe AI will clean up the remaining artifacts in the image processing algorithm while keeping FPS high.

More Innovation To Come
The increasing computing demands of next generation, ray-traced content requires clever approaches, such as super resolution, to deliver great frame rates. The new DLSS techniques available in Control are our best yet. We’re also continuing to invest heavily in AI super resolution to deliver the next level of image quality.

Our next step is optimizing our AI research model to run at higher FPS. Turing’s 110 Tensor teraflops are ready and waiting for this next round of innovation. When it arrives, we’ll deploy the latest enhancements to gamers via our Game Ready Drivers.

Thanks for your feedback to date as we work to break new ground in computer graphics with DLSS and AI super resolution. Try out Control, and let us know what you think on our feedback page. The game looks amazing and we believe you’ll love playing it.

Ranije sam pričao da mi nije logično da DLSS koristi rezoluciju ispod (recimo za 4K koristi 144P) koju uz pomoć AI i Tensor jezgara rekonstruiše a rezultat je slika po kvalitetu između 1440P i 4K a takođe i performanse. Čemu onda služe Tensor jezgra ?
Izgleda da će sada sa DLSS-om da se fokusiraju upravo na to - da se što manje izgubi (ili dobije, zavisi kako se gleda) na performansama.

Nadam se da će Digital Foundry detaljnije da istesira DLSS implementaciju u Control-u, kao što su spomenli u ovom videu.
 
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Evo DLSS-a u Control.
Najbolja implementacija do sada.

 
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Očekivao sam malo detaljnija poređenja performansi od DF-a.
Ali dobro, videli smo da u render rezoluciji 1080P performanse padaju 5-6% kad se uključi DLSS. Ukoliko je tako i za 4K DLSS (1440P render), performanse bi bile nešto slabije od 1440P, što je ubedljivo najmanji hit do sada.
Ali u onom blogu više puta spominju nova poboljšanja gde će navodno uposliti sve Tensor jedinice.
 
Ja ne znam zasto se dlss spominje kao da je najnormalnija stvar, a ne glupost koja unakazi izgled igre.
To je kao reci da radi 4k sa renderom na 1080p...

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