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JEMC said:

Oh, that explains the year in the name of the game.

Yup.

Its coming out next month

https://store.steampowered.com/app/2429190/Amerzone__The_Explorers_Legacy/



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BasilZero said:
JEMC said:

Oh, that explains the year in the name of the game.

Yup.

Its coming out next month

https://store.steampowered.com/app/2429190/Amerzone__The_Explorers_Legacy/

I see no imnprovement at all... /sarcasm

And yeah, that can't be a remaster with those new backgrounds replacing the pre-renderd ones, it's a full remake.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

JEMC said:

Also, kind of related:

https://www.youtube.com/watch?v=tHI2LyNX3ls

This is kind of why it's hard for high end gpu buyers to consider Radeon over Nvidia. 9070 XT falling behind a 4070 at 1440p with path tracing means they still have some work to do architecturally. This is also why I like Radeon targeting mid range because at that price point, compromises in feature set like in heavy RT titles matters a lot less vs in vram where Nvidia is only giving you 12gb vs 16gb on Radeon.

But at $1000 price point or higher, it's a lot to spend on a gpu that has compromises in features like RT. Cause at that price point, you should be buying gpus that's good at everything. But least they caught up in upscaling so maybe with udna.



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

Jizz_Beard_thePirate said:
JEMC said:

Also, kind of related:

https://www.youtube.com/watch?v=tHI2LyNX3ls

This is kind of why it's hard for high end gpu buyers to consider Radeon over Nvidia. 9070 XT falling behind a 4070 at 1440p with path tracing means they still have some work to do architecturally. This is also why I like Radeon targeting mid range because at that price point, compromises in feature set like in heavy RT titles matters a lot less vs in vram where Nvidia is only giving you 12gb vs 16gb on Radeon.

But at $1000 price point or higher, it's a lot to spend on a gpu that has compromises in features like RT. Cause at that price point, you should be buying gpus that's good at everything. But least they caught up in upscaling so maybe with udna.

We'll have to see what happens when MSoft's DXR 1.2 rolls out and AMD and Intel enable it, if they can, in their GPUs. From what we know, Nvidia has already been using opacity micromaps for a couple years, giving them a perfromance advantage over the competition, and it will only be able to benefit from the shader execution reordering.

But that will take time, maybe long enough that it will only come into effect with the successors of the cards that are launching now.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

JEMC said:
Jizz_Beard_thePirate said:

This is kind of why it's hard for high end gpu buyers to consider Radeon over Nvidia. 9070 XT falling behind a 4070 at 1440p with path tracing means they still have some work to do architecturally. This is also why I like Radeon targeting mid range because at that price point, compromises in feature set like in heavy RT titles matters a lot less vs in vram where Nvidia is only giving you 12gb vs 16gb on Radeon.

But at $1000 price point or higher, it's a lot to spend on a gpu that has compromises in features like RT. Cause at that price point, you should be buying gpus that's good at everything. But least they caught up in upscaling so maybe with udna.

We'll have to see what happens when MSoft's DXR 1.2 rolls out and AMD and Intel enable it, if they can, in their GPUs. From what we know, Nvidia has already been using opacity micromaps for a couple years, giving them a perfromance advantage over the competition, and it will only be able to benefit from the shader execution reordering.

But that will take time, maybe long enough that it will only come into effect with the successors of the cards that are launching now.

Are we actually expecting much from the new DXR features for RT and the neural shading to lower vram usage or is it just something that sounds great but never really materializes?



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JEMC said:

I see no imnprovement at all... /sarcasm

And yeah, that can't be a remaster with those new backgrounds replacing the pre-renderd ones, it's a full remake.

Yeah, its a remake.

Never played a game from the dev/company, I should try it out lol



WoodenPints said:
JEMC said:

We'll have to see what happens when MSoft's DXR 1.2 rolls out and AMD and Intel enable it, if they can, in their GPUs. From what we know, Nvidia has already been using opacity micromaps for a couple years, giving them a perfromance advantage over the competition, and it will only be able to benefit from the shader execution reordering.

But that will take time, maybe long enough that it will only come into effect with the successors of the cards that are launching now.

Are we actually expecting much from the new DXR features for RT and the neural shading to lower vram usage or is it just something that sounds great but never really materializes?

I know way too little to know.

Past Direct X APIs were supposed to come with features that would bring great performance gains, but devs didn't use them because they were hard and time consuming to implement.

We can only wait and see what happens, or hope that someone more knowledgeable comments.



Please excuse my bad English.

Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070

Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB

Steam / Live / NNID : jonxiquet    Add me if you want, but I'm a single player gamer.

Bofferbrauer2 said:

One thing I wanted to preamble: the 200000 GPUs number for AMD isn't true.

It's probably even higher, considering that AMD sold 1.35M GPUs in Q4 2024, which would have been a higher median GPU sale number per week than those 200k that got widely reported but denied by AMD ever being said. The real value has thus to be higher than that to be really "unprecedented" as AMD claimed.

Probably 200,000 RDNA4 GPUs plus a lot more RDNA3 GPUs (f. e. 7700 + 7800 series). Not everyone will instantly jump on the new generation, especially as long as they are over MSRP.

The 1.35M GPUs in Q4 2024 probably weren't all models over $500 either.



JEMC said:
WoodenPints said:

Are we actually expecting much from the new DXR features for RT and the neural shading to lower vram usage or is it just something that sounds great but never really materializes?

I know way too little to know.

Past Direct X APIs were supposed to come with features that would bring great performance gains, but devs didn't use them because they were hard and time consuming to implement.

We can only wait and see what happens, or hope that someone more knowledgeable comments.

Yeah me also I just still remember how great DirectStorage sounded and 5 years later it's still not widely supported and some games it boosts and others actually hurt it a little lol



JEMC said:
WoodenPints said:

Are we actually expecting much from the new DXR features for RT and the neural shading to lower vram usage or is it just something that sounds great but never really materializes?

I know way too little to know.

Past Direct X APIs were supposed to come with features that would bring great performance gains, but devs didn't use them because they were hard and time consuming to implement.

We can only wait and see what happens, or hope that someone more knowledgeable comments.

There are significant efficiency gains to be had in the upcoming Direct X Ray Tracing, some of it requires developers to support it..


***********************

Opacity micro-maps (OMM) is one such aspect that requires developers to actively seek and use it as it changes the way we traditionally do shadows, fences, foliage and other alpha-tested geometry.

Essentially the calculations are now done before it hits the shaders, which should mean shaders do less work due to more efficient culling.

Basically the RT cores check if a ray intersects the geometry or not.
Without Opacity Micro-Maps, when geometry that uses alpha-maps is hit by a Ray, we don't know if the Ray hit a part that was opaque or transparent, so normally the shaders are leveraged to do those calculations, which eats up a ton of performance.

************************

Shader Execution Reordering (SER) allows you to sort and re-order shaders to calculate together as a group.
A shader unit is a very simple processor that typically performs various degrees of floating point or integer math calculations of various precision's, but GPU's can have thousands of them.

Where things get tricky is that some code paths will have branching results... And those branches need to be calculated before unneeded results are discarded.
So the idea is to try and group shaders with similar/same results for more efficient execution so that multiple sets of branch calculations don't need to be calculated.


************************

Cooperative Vectors (CV) is just essentially hardware support for new Vector/Matrix math.
This will enable things like Neural Block Texture Compression, enhanced Neural Supersampling and Denoising.

Even nVidia's new Neural Shading will support this.

***********************

Keep in mind that we are still in the infancy of hardware accelerated Ray Tracing and A.I... It's been a path that industry has been working towards for decades, there are significant gains to be had going forwards.

Hopefully this answers some of your questions/unknowns.




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