whippersnapper
Enthusiast
Thread Starter
- Mitglied seit
- 01.08.2006
- Beiträge
- 1.329
- Ort
- München
- Desktop System
- Bernd
- Details zu meinem Desktop
- Prozessor
- 3800X
- Mainboard
- 570X
- Kühler
- Be quiet
- Speicher
- 32 Gb 3766 Mhz
- Grafikprozessor
- 6900XT
- Display
- 4K TV
- SSD
- Ja
- HDD
- Nein
- Opt. Laufwerk
- Nein
- Soundkarte
- Nein
- Gehäuse
- Be quiekt
- Netzteil
- TBD
- Keyboard
- Ja
- Mouse
- Ja
- Betriebssystem
- Ja
- Webbrowser
- Ja
- Sonstiges
- Ja
- Internet
- ▼Ja ▲Ja
It appears that the buzz about 3D graphics has been focused on a feature that is not even integrate din today’s games – ray-tracing. Intel is beating the RT drum for its upcoming cGPU, which is still 18 months away. But it appears that Intel may be defeated in its own game, as AMD’s graphics chips are supporting a 100% ray-traced pipeline, TG Daily learned.
In terms of performance, the Radeon 2900XT 1GB rendered Transformers scenes in 20-30 frames per second, in 720p resolution and no Anti-Aliasing. With the Radeon 3870, the test scene jumped to 60 fps, with a drop to 20 fps when the proprietary Anti-Aliasing algorithm was applied. Urbach mentioned that the Radeon 4870 hits the same 60 fps – and stays at that level with Anti-Aliasing (a ray-tracer is not expecting more than 60 fps.)
So, what about photo-realism of these scenes? Unlike the general “3-5 years” answer you are hearing in the industry right now, he believes that this goal could be achieved by the end of the year. A ray-tracer is limited by the amount of local memory on your video card, so if you are able to get a Radeon 4850 or 4870 with 1 GB or even more of on-board memory, you have very capable hardware. JulesWorld’s LightStage technology can take wireframes consisting of an insane 32 million vectors to enable real world characters and their expressions. That means: Extra memory on your graphics card doesn’t hurt.
Dann hätte ATI heute schon etwas geschaffen, was bei Intel erst im Jahr 2009/2010 möglich ist

http://www.tgdaily.com/content/view/38145/135/
Zuletzt bearbeitet: