this post was submitted on 16 Mar 2024
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    [–] lorty@lemmy.ml 17 points 8 months ago (6 children)

    Brother of "I need nVidia for raytracing" while only playing last decade games.

    [–] nexussapphire@lemm.ee 3 points 8 months ago (1 children)

    Playing old games with Ray tracing is just as amazing as playing new games with Ray tracing. I know quake rt gets too dark to play half way through, they should have added light sources in those areas.

    Then again, I played through cyberpunk 2077 at 27fps before the 2.0 update. Control was pretty good at 50fps, and I couldn't recommend portal enough at about 40fps on my 2070 super. I don't know if teardown leveraged rt cores but digital foundry said it ran better on Nvidia and I played through that game at 70fps.

    I love playing with new technologies. I wish graphics card prices stayed down because rt is too heavy nowadays for my first gen RT card. I play newer games with rt off and most setting turned down because of it.

    [–] MossyFeathers@pawb.social 2 points 8 months ago* (last edited 8 months ago) (1 children)

    I love playing with new technologies. I wish graphics card prices stayed down because rt is too heavy nowadays for my first gen RT card. I play newer games with rt off and most setting turned down because of it.

    I wish they stayed down because VR has the potential to bring back crossfire/SLI. Nvidia's gameworks already has support for using two GPUs to render different eyes and supposedly, when properly implemented, it results in a nearly 2x increase in fps. However, GPUs are way too expensive right now for people to buy two of them, so afaik there aren't any VR games that support splitting rendering between two GPUs.

    VR games could be a hell of a lot cooler if having 2 GPUs was widely affordable and developers developed for them, but instead it's being held back by single-gpu performance.

    [–] nexussapphire@lemm.ee 1 points 8 months ago

    Wasn't there an issue with memory transfer latency across the connector? I thought they killed it because the latency was too high for higher frame rates causing a consistent stuttering.

    They tried to reuse that enterprise connector with higher throughput but last I heard they never fully developed support for it because of a lack of interest from devs.

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