Bofferbrauer2 said:
Funny you mention mantle, since it's at the same source as the weakness of current NVidia cards with older and weaker CPUs. Back in those days, NVidia had a better scheduler, and it was running on the CPU instead of the GPU, freeing up even more ressources. Those were the days where a 4c/4t i5 was largely enough and even a 2c/4t i3 was pretty sufficient for gaming. AMD then brought in Mantle as a low-level API to get closer to metal and rendering it's weakness moot. Microsoft also felt inspired and made DX 12 much more low-level than previous iterations. The result of all this: Nvidia suddenly fell behind in DX12 titles because of their scheduler not being apt for it. Now, instead of adapting and letting the API schedule everything, NVidia overhauled it's scheduler to keep up and to keep their advantage in DX 11 titles. The problem: To do so, it started needing a substantial amount of CPU cycles, which is at the heart of the current problem: Due to needing so much CPU time, a computer with an NVidia GPU hits the CPU limits much earlier than with a Radeon GPU, the more so the bigger the GPU is. It took close to 10 years, but AMD turned their scheduling weakness into an asset now. Let's see if they can do a similar thing with raytracing now... |
It is quite funny how the tables have turned in that sense.
I just hope it doesn't take AMD another 10 years to make Ray Tracing work properly...
PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850