April 22, 20215 yr 2 minutes ago, RXP said: Well, it is really simple in fact: y The forums which are a bit agitated on normal days will become wild if they really do that. Dominique Simming since 1981 - [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam
April 22, 20215 yr 3 hours ago, Maxis said: They can.. but will they.. and even if they do code for both will they optimize for both. Your example indicates that AMD raytracing was added after release while Nvidia's was built in before release. Added to that Cyberpunks implementation of raytracing for AMD brings even 6900xt's to its knees which while technically correct that they can claim they coded for both one could argue they didn't individually optimize for each implementation of it. That's because AMD cards do not have dedicated hardware for ray tracing. Their "support" kills the performance like it did for GTX cards and Battlefield V. 7800X3D | 2x32 GB DDR5-6000 CL32 | RTX 5080 | Alienware OLED 34" | 1 Gbps fiber
April 22, 20215 yr 10 minutes ago, MrFuzzy said: That's because AMD cards do not have dedicated hardware for ray tracing. Their "support" kills the performance like it did for GTX cards and Battlefield V. The 6000 (RDNA2) series has dedicated hardware for ray tracing. https://www.pcworld.com/article/3597292/rdna-2-deep-dive-inside-amd-radeon-rx-6000-graphics-cards.html#:~:text=ray tracing too.-,Ray tracing with RDNA 2,each RDNA 2 compute unit. Again .. by no means there is performance parity when enabling Ray tracing from a purely hardware neutral perspective. Nvidia is on their second gen. RDNA2 is AMD's first gen. However, what i am hoping the developers are shooting for is "filling the gap" with optimizations where feasible and not half word not allowed it or simply just make it hardware neutral and call it a day. The sim still needs to play decently on both so it will be interesting to see what tech makes it and what gets dropped. AMD Ryzen 9800X3D/ Asus ROG Strix B650E F Gaming WiFi / Asrock Taichi 9070XT / 32GB G.Skill Trident Z5 Neo DDR5 6000 / 2x ADATA XPG 8200 Pro NVME / Arctic Liquid Freezer II 280 / Seasonic Vertex 1000w PSU / Lian Li LanCool II Mesh Performance / Asus VG34VQL3A / Topping E70 Velvet DAC & L70 Amp /Sennheiser HD660s2 Thrustmaster Boeing Yoke + TCA Sidestick + TFRP Rudders
April 22, 20215 yr 21 hours ago, G-RFRY said: And this is what MS Really want for the future. Xbox cloud gaming iPhone and iPad release date live: How to get an invite code to beta (msn.com) Stop it. Microsoft wants multiple things, but it will never be solely streaming as not everyone has reliable internet, they'd lose money. 21 hours ago, G-RFRY said: The Devs own words. https://www.youtube.com/watch?v=FZ_ODML7IQc&list=PLHHNa7e7hf9MqQB-RV6bxHYiLcTQkgGfi&index=2&t=846s Skip to DX12 and later RT. They also talked about DX12 in the SDK Q&A this week, but I don't remember exactly what they said. Edited April 22, 20215 yr by Tuskin38
April 22, 20215 yr To echo what Maxis posted above, there is indeed dedicated ray-tracing hardware in RDNA 2, in the form of ray accelerators. To explain it simply, each CU features a ray accelerator, however it shares resources with the texture mapping units, so only one of the functions can be performed at the time. That said, it is important to note that most games right now are optimised for NVIDIA's implementation. Battlefield V was a launch RTX title, and undoubtedly the development team of Cyberpunk 2077 had a lot more time working with NVIDIA for optimisation (and considering how bugged this game remains, optimising for AMD is probably really low on their priority list at the moment). We need more time to gauge the full potential of RDNA 2's ray-tracing capabilities. Maybe Battlefield 6 at the end of the year, which is said to be ditching the old consoles. 2 hours ago, RXP said: As a matter of fact, FS2020 has been using the AMD CAS Shader for some time now (I don't remember anymore what was the first version). That would be 1.10.11.0 according to the patch notes. 1.10.7.0 was also said to replace the TAA/TAAU and sharpening algorithms (did not specify which ones), and I thought it looked really good at the time. 1.10.11.0 however boosted the sharpening's strength greatly, which in my opinion negated the higher-quality filter's advantages. Really wish they would provide an in-game toggle, or even better a sharpening strength slider.
April 22, 20215 yr 11 minutes ago, ChaoticBeauty said: Really wish they would provide an in-game toggle, or even better a sharpening strength slider. The CAS Shader is working good in general, much better than their in-house shader in prior version in my opinion. As for the strengh, I agree, especially given the CAS Shader code is meant to have a sharpen adjustable value... At least if not in the UI, it would have been great they support manually editing the Sharpen value in the UseCfg.opt with fractional digits.
April 22, 20215 yr 2 hours ago, Tuskin38 said: Stop it. Microsoft wants multiple things, but it will never be solely streaming as not everyone has reliable internet, they'd lose money. Please watch yesterday's Game Stack session video: https://www.youtube.com/watch?v=2x34g6tVLwc At 2:33 "Our mission & strategy: Play the GAMES you want, with the PEOPLE you want, on the DEVICES you want" But I agree with you, since Flight Simulator is not a game, this doesn't concern us 😈 Edited April 22, 20215 yr by RXP grammar
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