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Xiofire

Prophet of Regret
Member
Oct 27, 2017
4,133
Remember when Borderlands 2 ran like ass on anything that wasn't Nvidia because of Physx?

Glad AMD are slinging back.
 

-Tetsuo-

Unlimited Capacity
Member
Oct 26, 2017
12,555
Yall are misunderstanding what im saying. CDPR is at a state where their engine is using the RT tech with nvidia drivers to the level they need and not the AMD ones. They aren't stopping AMD, they just aren't ready yet. The option will be there when they finish the work of incorporating the support in their engine.
 

BoredLemon

Member
Nov 11, 2017
1,002
A lot of people here seem to believe it's a simple toggle to implement this for both gpu-brands. Maybe it's a bit more complicated than this hence why amd will get it first since it's sponsored and nvidia later. Really don't see the problem here.
Devs don't need to implement things for each specific brand. Battlefield V got it's RT patch in 2018 (partnering with Nvidia), even before RDNA1 cards was out, let alone RDNA2. And yet it works just fine with RT on new AMD cards. So, it's not even a toggle, unless devs specifically want to implement some vendor-exclusive feature (DXR is not), the game just talks to OS via generic API calls. That's the whole point of DirectX/OpenGL/Vulkan/etc.
 

Xando

Member
Oct 28, 2017
27,263
Yall are misunderstanding what im saying. CDPR is at a state where their engine is using the RT tech with nvidia drivers to the level they need and not the AMD ones. They aren't stopping AMD, they just aren't ready yet. The option will be there when they finish the work of incorporating the support in their engine.
They don't need to enable any amd specific options. AMD will use the same options as nvidia with DXR.

DXR is specifically made to be a vendor independent API that can be used by both manufacturers.
 

Tovarisc

Member
Oct 25, 2017
24,391
FIN
Yall are misunderstanding what im saying. CDPR is at a state where their engine is using the RT tech with nvidia drivers to the level they need and not the AMD ones. They aren't stopping AMD, they just aren't ready yet. The option will be there when they finish the work of incorporating the support in their engine.

It's on dGPU vendor to develop drivers to run games properly and well, not on developer. Sure developers test with different HW and SW configurations, but ultimately it isn't on them.

If AMD puts in the work they can have driver out for 77 that enables AMD dGPU's to run RT in the game.

Also do you have some receipts or just own speculation..?
 

Edgar

User requested ban
Banned
Oct 29, 2017
7,180
[/QUOTE]
Remember when Borderlands 2 ran like ass on anything that wasn't Nvidia because of Physx?

Glad AMD are slinging back.
not having an option to enable particular thing vs being able to enable while having lower performance . Is there a difference?
 

TrashHeap64

Member
Dec 7, 2017
1,673
Austin, TX
As far as I know, this is an Unreal Engine game so unless they put their own RT code in I don't see any reason why Nvidia RTX would be disabled other than for marketing reasons
 

artsi

Member
Oct 26, 2017
2,683
Finland
Yall are misunderstanding what im saying. CDPR is at a state where their engine is using the RT tech with nvidia drivers to the level they need and not the AMD ones. They aren't stopping AMD, they just aren't ready yet. The option will be there when they finish the work of incorporating the support in their engine.

Engine support is already there.
RTX is AMD raytracing and AMD raytracing is RTX.

Both are DXR, there's no difference other than Nvidia calls it RTX for marketing reasons.

I know why it's confusing - because Nvidia wants you to think it's proprietary technology, but it's not.
 

impingu1984

Member
Oct 31, 2017
3,413
UK
Engine support is already there.
RTX is AMD raytracing and AMD raytracing is RTX.

Both are DXR, there's no difference other than Nvidia calls it RTX for marketing reasons.

I know why it's confusing - because Nvidia wants you to think it's proprietary technology, but it's not.

To be fair nvidias hardware implementation of RT uses specialised hardware (RT cores) and that's the reasoning behind the RTX label.. along with the tensor cores..

AMD does not use any specific different hardware to what it uses for raster graphics..

The API in DX12 DXR allows it work on all the hardware regardless.

I think that's why people tend to think Nvidia has some secret exclusive RT sauce... In some respects they do, but the marketing makes people believe that it's not vendor agnostic, when it is.
 

samred

Amico fun conversationalist
Member
Nov 4, 2017
2,584
Seattle, WA
re ray tracing exclusivity on vendors' cards:

As of press time, some of my favorite DirectX Ray Tracing (DXR) games to test simply do not work with RDNA 2 GPUs, perhaps due to those games rejecting any GPU IDs outside of Nvidia's list. I look forward to testing and comparing some of those games in the future, since Shadow of the Tomb Raider leverages a hearty ray-traced shadow pipeline, while Quake II RTX leans on ray tracing for its very handsome, and very demanding, global illumination model.

more at my RX 6800/6800XT review:

arstechnica.com

AMD Radeon RX 6800, 6800XT review: The 1440p GPU beasts you’ve been craving

Equivalent Nvidia GPUs beaten in significant cases—but not in ray tracing.
 

-Tetsuo-

Unlimited Capacity
Member
Oct 26, 2017
12,555
I guess I should have said AMD instead of CDPR, but I really wasn't being that serious folks. The point I was trying to make is that nvidia is further along with RT than AMD is, thus CDPR feels more comfortable putting the brand on the game.
 

Ploid 6.0

Member
Oct 25, 2017
12,440
To be fair nvidias hardware implementation of RT uses specialised hardware (RT cores) and that's the reasoning behind the RTX label.. along with the tensor cores..

AMD does not use any specific different hardware to what it uses for raster graphics..

The API in DX12 DXR allows it work on all the hardware regardless.

I think that's why people tend to think Nvidia has some secret exclusive RT sauce... In some respects they do, but the marketing makes people believe that it's not vendor agnostic, when it is.
Then it should work on Nvidia cards too, unless it can't. The game is out, though the update probably isn't, only time will tell. Similar to freesync, I like when AMD stuff isn't locked since I currently have a Nvidia card, and I avoided G-Sync monitors since it would lock me into their ecosystem, removing my options.
 

pksu

Member
Oct 27, 2017
1,238
Finland
Devs don't need to implement things for each specific brand. Battlefield V got it's RT patch in 2018 (partnering with Nvidia), even before RDNA1 cards was out, let alone RDNA2. And yet it works just fine with RT on new AMD cards. So, it's not even a toggle, unless devs specifically want to implement some vendor-exclusive feature (DXR is not), the game just talks to OS via generic API calls. That's the whole point of DirectX/OpenGL/Vulkan/etc.
That's the theory, though it wouldn't be a first time with new, fundamental feature to have issues between vendors at beginning. Even without RT on DX/GL/Vk there are sometimes differences between drivers, for example performance might vary wildly or some tiny details might be handled differently hiding (application) bugs in renderer that other vendor's driver exposes. Modern APIs have better tools to deal with such issues but they are still possible.

And if a game uses Nvidia's Vulkan RT extension then it will not work on AMD without patching the game. And there is no reason to blame Nvidia for that.
 

BoredLemon

Member
Nov 11, 2017
1,002
re ray tracing exclusivity on vendors' cards:



more at my RX 6800/6800XT review:

arstechnica.com

AMD Radeon RX 6800, 6800XT review: The 1440p GPU beasts you’ve been craving

Equivalent Nvidia GPUs beaten in significant cases—but not in ray tracing.
Q2 RTX doesn't use DXR, though. Along with Wolf2, it uses Nvidia's exclusive Vulkan RT extension. It had to, since at the time Vulkan didn't have it's own global RT extension.
Theoretically, AMD could support it via driver update, but they obviously won't bother.
 

Ra

Rap Genius
Moderator
Oct 27, 2017
12,198
Dark Space
I know which is why i asked why AMD doesn't enable DXR support for cyberpunk.

They could use the same API as Nvidia if they enabled it

When the CDPR statement on only supporting Nvidia at launch was initially released, RDNA2 cards barely even existed, no one had them, and we were still working with a November release date for CP2077 that preceded the RDNA2 launch.

I'm confused as to how people expected CDPR to commit to having support for an architecture they hadn't touched, and for GPUs that at the time weren't even going to be in consumer hand when the game launched.


A lot of people here seem to believe it's a simple toggle to implement this for both gpu-brands. Maybe it's a bit more complicated than this hence why amd will get it first since it's sponsored and nvidia later. Really don't see the problem here.
The thing is, if anything they've had RT capable Nvidia GPUs in their hands for literal YEARS longer than they have AMD's. Don't tell me they've never touched a Turing GPU.

If anything, the Nvidia RT should be far more ready for the spotlight that that for which the GPUs aren't even on the market.

But marketing says....
 

dgrdsv

Member
Oct 25, 2017
11,833
Wow. So much for AMD being the "open" one. For comparison, Nvidia didn't do this *at all* with RT. For DX12 nvidia is using DXR, which is open, and for Vulkan the VK_NV_Raytrace extension is open for all to implement. AFAIK no games have a vendor lock towards Nvidia for RT.
Technically incorrect, they did use their own VKRay solution for Q2RTX and Youngblood. And I know about at least one game where the developer can't enable RT on any h/w but NV's for some period of time. So they are, again, equal here. AMD isn't "open", NV isn't "evil". Both are commercial companies selling their products however they can.
 

Vash63

Member
Oct 28, 2017
1,681
Technically incorrect, they did use their own VKRay solution for Q2RTX and Youngblood. And I know about at least one game where the developer can't enable RT on any h/w but NV's for some period of time. So they are, again, equal here. AMD isn't "open", NV isn't "evil". Both are commercial companies selling their products however they can.

Not sure about your unnamed game you know of, but VK_NV_Raytracing is what both Q2 RTX and Youngblood use. This is a standard Vulkan extension that any vendor is free to implement. It is common for vendors to implement other's extensions in Khronos API's - the vendor tag just signifies who created it initially for extensions too new or rare to be added to the API proper.
 

PLASTICA-MAN

Member
Oct 26, 2017
23,532
The surprising thing is Godfall doesn't have RT shadows on PS5 AFAIK. No idea why.
Many games don't have RT on next-gen (now current-gen) consoles while they do on PC: Dirt 5, Godfall, Far Cry 6, Fortnite etc...
 

Pargon

Member
Oct 27, 2017
11,988
You can enable it, but it runs like shit because Nvidia refuse to share the code to allow AMD to tailor drivers for it. AMD had always been pro open source, and Nvidia against it. Seems like AMD are finally giving up on winning karma points.
It performs badly because it uses a ton of tesselation, which NVIDIA GPUs are very good at, and AMD GPUs have traditionally been much weaker at.
AMD's solution to this was a driver hack that forced tesselation to run at lower iterations than specified by the games, which often produced very bad results.
I don't know if that is still the case with their latest hardware.
 

Vash63

Member
Oct 28, 2017
1,681
It performs badly because it uses a ton of tesselation, which NVIDIA GPUs are very good at, and AMD GPUs have traditionally been much weaker at.
AMD's solution to this was a driver hack that forced tesselation to run at lower iterations than specified by the games, which often produced very bad results.
I don't know if that is still the case with their latest hardware.
I'm not sure if it fully caught up but Vega and then Navi both greatly improved AMD's geometry performance. I don't think that's a hugely relevant weak point for them anymore, now it's RT and ML (DLSS).
 

Herne

Member
Dec 10, 2017
5,309
nVidia do this all the time, why is it a surprise AMD is doing it? Timed exclusives have been a thing in the game industry for a very long time.
 

Pargon

Member
Oct 27, 2017
11,988
I'm not sure if it fully caught up but Vega and then Navi both greatly improved AMD's geometry performance. I don't think that's a hugely relevant weak point for them anymore, now it's RT and ML (DLSS).
That's what I thought, but that's the entirety of the "gameworks kills AMD performance" thing.
It's just that NVIDIA were using a lot of tessellation, which AMD's hardware was weak at, at the time.
And it was not "unnecessary tessellation" as many claimed. Forcing lower iterations did ruin the effects, and the Crysis 2 example people loved to point at was culled outside of wireframe view.
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
nVidia do this all the time, why is it a surprise AMD is doing it? Timed exclusives have been a thing in the game industry for a very long time.
aside from PhysX, all of their stuff was made inhouse

also, Godfall might just have RT Shadows for character models? or might have some additional screen space rt shadowing going on



 

Tovarisc

Member
Oct 25, 2017
24,391
FIN
also, Godfall might just have RT Shadows for character models? or might have some additional screen space rt shadowing going on





That is big oofff... for title that has been pushed pretty hard as RT game to play with newest AMD dGPUs.

Is it to save performance or just developer not being good with implementation?
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
That is big oofff... for title that has been pushed pretty hard as RT game to play with newest AMD dGPUs.

Is it to save performance or just developer not being good with implementation?
probably for performance reasons? or possibly because RT was such a late addition they couldn't add much else. the lack of RT reflections is weird given how much shiny shit is in the game
 

Tovarisc

Member
Oct 25, 2017
24,391
FIN
probably for performance reasons? or possibly because RT was such a late addition they couldn't add much else. the lack of RT reflections is weird given how much shiny shit is in the game

Shadows are considered one of the cheapest effects to RT, but why to even do that partially?

Reflections with this amount of reflective surfaces would be something else for AMD and NV cards :D
 

dgrdsv

Member
Oct 25, 2017
11,833
Not sure about your unnamed game you know of, but VK_NV_Raytracing is what both Q2 RTX and Youngblood use. This is a standard Vulkan extension that any vendor is free to implement. It is common for vendors to implement other's extensions in Khronos API's - the vendor tag just signifies who created it initially for extensions too new or rare to be added to the API proper.
VK_NV_ray_tracing is NV's proprietary Vulkan extension which served as a basis for Vulkan's generic VK_KHR_raytracing.
They are very close obviously and one could relatively easily support the former if there's already support for the latter.
But it's not "standard Vulkan extension".
Whether this is even relevant is another question though since there were no KHR extension back with NV launched their first RT h/w.

Shadows are considered one of the cheapest effects to RT, but why to even do that partially?
Cause they aren't cheap when done in full. And RT which isn't cheap is not something which AMD will be pushing into their games.
 

Vash63

Member
Oct 28, 2017
1,681
VK_NV_ray_tracing is NV's proprietary Vulkan extension which served as a basis for Vulkan's generic VK_KHR_raytracing.
They are very close obviously and one could relatively easily support the former if there's already support for the latter.
But it's not "standard Vulkan extension".
Whether this is even relevant is another question though since there were no KHR extension back with NV launched their first RT h/w.
I disagree with your terminology. Proprietary usually indicates some kind of special secret sauce or lock in to the vendor. The Vulkan extension has no such thing and it is in fact common practice for one vendor to implement another's extension in Khronos APIs.
 

ILikeFeet

DF Deet Master
Banned
Oct 25, 2017
61,987
weird they would tie VRS in with ray tracing. is it listed as a separate option on AMD cards?
 

onyxxxxxxx

Banned
Nov 4, 2020
36
RT EXCLUSIVE LAUNCH ! Between this and the "VRAM 4K" necessities, it's been pure hilarity.
right? then it turned out Godfall maxes out at 8600MB VRAM at 4K. That was the weakest cheap shot marketing i ever seen. Besides stating they have more cards than nVidia and ending up having even lesser amounts on release...
 

Exposure

Member
Oct 25, 2017
1,654
It absolutely isn't. The RT capabilities in the game is vendor agnostic, using DXR.
Performance will be dependant on hardware
So I got some bad news for ya:
Google Translate of this said:
When asked by the editors whether Cyberpunk 2077 will only offer raytracing on Nvidia GeForce RTX, CD Projekt said no and made the following statement:

We are working with AMD to integrate ray tracing options for their graphics cards as quickly as possible. This will not be the case when the game launches.
CD project
Accordingly, ray tracing will be reserved for the GeForce RTX systems for publication. Ray tracing on AMD Radeon RX 6000 will be available later.
Like it's absolutely in the same boat as Godfall re: DXR implementation being bizarrely restricted to one vendor on launch.
 

Tovarisc

Member
Oct 25, 2017
24,391
FIN
So I got some bad news for ya:

Like it's absolutely in the same boat as Godfall re: DXR implementation being bizarrely restricted to one vendor on launch.

Also mentioned by one of CM's.




Curious what is "the issue" as implementation should just use standardized API and NV has said there is nothing that would prevent AMD cards from running RT day 1 in games that have it. Could it be just that CDPR didn't have AMD cards and drivers to develop and test with? 🤔