And once AMD's own version starts to appear-and I'm betting Cyberpunk 2077 will eventually mark its first outing-getting a bead on standard GPU-based frame rates will be much harder. Straight rasterized gaming performance is becoming far less important as more games release employing Nvidia's DLSS tech. You can absolutely see where AMD's lowering the scene fidelity, while that's a whole lot tougher with Nvidia's solution.īut, outside of that, how do the two GPU heavyweights stack up in terms of straight rasterizing performance? AMD RX 6800 XT vs. It's not as slick as DLSS, nor as powerful a tool. That's a feature which will lower the render resolution of a scene, adding contact adaptive shading to enhance the final image, and therefore deliver higher frame rates. Right now all AMD can offer on that front is its FidelityFX CAS in both Dynamic and Static trim. Indeed, DLSS not only makes ray tracing playable, but you can enable it independently of ray tracing to boost high-resolution performance from your GeForce GPU. DLSS, or Deep Learning Super Sampling, is the AI-powered, performance enhancing, image enhancing, upscaling feature that makes Nvidia's own ray tracing frame rates actually playable. We've heard rumours AMD's engineers have been on site with CDPR for a good while now, working deeply with the devs on implementing the fancy lighting tech for AMD GPUs, and I think that support is likely to appear alongside the red team's version of DLSS when that arrives. At launch there is no AMD DXR support, as there isn't in either of the AMD-powered next-gen console versions as yet. With the two flagship AMD and Nvidia GPUs going up against each other the big question is: What's the ray tracing like? Unfortunately we're still a little way off seeing what AMD's Big Navi GPUs are capable of with the DirectX Raytracing (DXR) API built into Cyberpunk 2077. And when you're working with such a demanding game, that can make a big difference. ![]() And we've also had to wait for the final release version of the game to do proper real-world testing as the pre-release review version was DRM'd up to its cybernetic eyeballs which, according to Nvidia when we spoke to them, was tanking frame rates by anything up to 10fps.
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