![]() But with DLSS (Deep Learning Super Sampling) it is different. The benchmark results as presented by NVIDIA are fairly spot on to what we are seeing.įrom now on Raytracing will no longer be available exclusively on GeForce RTX at Nvidia. The dark-colored charts below derive from NVIDIA themselves. It still will take a massive perf hit as it obviously is still lacking RTX cores. For recent GeForce GTX 1660 series cards adopters that means there will be a performance benefit as Turing includes separate INT32 cores which are not merged with FP32 cores as Pascal has), that means that the 1660 cards will run significantly better than the Series 1000 (Pascal). NVIDIA has been working on DXR via compute shaders running over its CUDA (shader) cores. The GTX 1660 Ti actually holds ground pretty well when you compare it with that GTX 1080 However, with DXR effects enabled, performance will be significantly lower than Turing's counterparts with specialized RT cores. The new driver released today makes it possible to use real-time raytracing in games via DXR as part of DirectX 12 without exclusive RT cores and thus utilizing the traditional compute cores. There's a bit of a conundrum though, DXR technically only requires a DX12- or Vulkan-compatible graphics card with appropriate drivers, but the calculations for ray tracing will fall back to the GPU's compute capabilities and will invoke a big massive performance hit. The release of today’s driver opens up DXR support towards NVIDIA Pascal GPUs for the GeForce 10 (6GB and higher) series.Ībove the GTX 1080 - the perf hit is very extensive. You want to run Battlefield 5 or Metro Exodus with ray tracing enabled? You need a GeForce RTX card. Well, today that changes with a driver release from NVIDIA. Is hybrid ray tracing with the extra money, and why hasn’t the sole technology behind RTX, the DXR API been brought towards other cards. It has been a topic of much and many debates, the RTX features from NVIDIA.
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