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    Friday, June 25, 2021

    Hardware support: “I’m totally screwed.” WD My Book Live users wake up to find their data deleted - Storage-device maker advises customers to unplug My Book Lives from the Internet ASAP

    Hardware support: “I’m totally screwed.” WD My Book Live users wake up to find their data deleted - Storage-device maker advises customers to unplug My Book Lives from the Internet ASAP


    “I’m totally screwed.” WD My Book Live users wake up to find their data deleted - Storage-device maker advises customers to unplug My Book Lives from the Internet ASAP

    Posted: 24 Jun 2021 09:49 PM PDT

    Introducing Windows 11

    Posted: 24 Jun 2021 09:50 AM PDT

    This guy in Russia builds crazy awesome custom video cards. Here is the latest card he sent me! PowerVR PCX2 & 3dfx Avenger on same PCB.

    Posted: 24 Jun 2021 11:33 PM PDT

    I made a chart showing how much efficiency Geforce GPUs have gained in 11 years.

    Posted: 25 Jun 2021 02:06 AM PDT

    TPM 1.2 is the minimum requirement for Windows 11

    Posted: 24 Jun 2021 02:00 PM PDT

    DirectStorage requires 1 TB+ NVMe SSD, Windows 11 and a DX12 Ultimate GPU

    Posted: 24 Jun 2021 12:29 PM PDT

    https://www.microsoft.com/en-us/windows/windows-11-specifications

    • DirectStorage requires 1 TB or greater NVMe SSD to store and run games that uses the "Standard NVM Express Controller" driver and a DirectX 12 Ultimate GPU.

    It looks like they increased specification requirements for DirectStorage. It now needs a DX12 Ultimate GPU which is RTX 2000, RTX 3000 or RX 6000 series GPUs and a 1 TB NVMe SSD.

    Guess it makes sense for the GPUs, as Sampler Feedback seems to heavily rely on DirectStorage and vice-versa.

    But I do wonder why a 1 TB NVMe is required, given Series S has 512 GB.

    Edit: It was a mistake from Microsoft. They edited it and removed the DX12U and storage size requirement.

    submitted by /u/dampflokfreund
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    Next Gen only game Avatar: Frontiers of Pandora will require Raytracing to run - uses Software-RT on older cards

    Posted: 25 Jun 2021 01:50 AM PDT

    From a GameStar interview in German: https://www.gamestar.de/artikel/avatar-frontiers-of-pandora-raytracing,3371105.html

    Basically, the game makes full use of Raytracing (Global Illumination, reflections, shadows) and is built from the ground up with it in mind, similar to Metro Exodus Enhanced Edition. So Raytracing cannot be disabled in this title.

    You don't need a RT capable card however, as it uses Software-Raytracing fallback to run on the compute shaders of your GPU and it seems to run pretty fast, according to Nikolay Stefanov.

    However, with a Raytracing capable GPU like RTX 2000, RTX 3000 and RX 6000 series, you will benefit from HW-acceleration, so your game will run faster and look better than on cards incapable of Raytracing-acceleration.

    This is basically exactly the way I expected a true next gen title to behave. Requiring Raytracing, optimized Software-RT on older cards, using HW-acceleration on newer cards to accelerate it beyond that. I expect many next gen titles to follow this path!

    submitted by /u/dampflokfreund
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    [VideoCardz] Intel DG2 GPU with 96 and 256 Execution Units spotted alongside 14-core Alder Lake mobile CPU

    Posted: 25 Jun 2021 02:11 AM PDT

    Digital Foundry made a critical mistake with their Kingshunt FSR Testing - TAAU apparently disables Depth of Field. Depth of Field causes the character model to look blurry even at Native settings (no upscaling)

    Posted: 23 Jun 2021 08:47 PM PDT

    I noticed in the written guide they put up that they had a picture of 4k Native, which looked just as blurry on the character's textures and lace as FSR upscaling from 1080p. So FSR wasn't the problem, and actually looked very close to Native.

    Messing around with Unreal Unlocker. I enabled TAAU (r.TemporalAA.Upsampling 1) and immediately noticed that the whole character looked far better and the blur was removed.

    Native: https://i.imgur.com/oN83uc2.png

    TAAU: https://i.imgur.com/L92wzBY.png

    I had already disabled Motion Blur and Depth of Field in the settings but the image still didn't look good with TAAU off.

    I started playing with other effects such as r.PostProcessAAQuality but it still looked blurry with TAAU disabled. I finally found that sg.PostProcessQuality 0 made the image look so much better... which makes no sense because that is disabling all the post processing effects!

    So one by one I started disabling effects, and r.DepthOfFieldQuality 0 was the winner.. which was odd because I'd already disabled it in the settings.

    So I restarted the game to make sure nothing else was conflicting and to reset all my console changes, double checked that DOF was disabled, yet clearly still making it look bad, and then did a quick few tests

    Native (no changes from UUU): https://i.imgur.com/IDcLyBu.jpg

    Native (r.DepthOfFieldQuality 0): https://i.imgur.com/llCG7Kp.jpg

    FSR Ultra Quality (r.DepthOfFieldQuality 0): https://i.imgur.com/tYfMja1.jpg

    TAAU (r.TemporalAA.Upsampling 1 and r.SecondaryScreenPercentage.GameViewport 77): https://i.imgur.com/SPJs8Xg.jpg

    As you can see, FSR Ultra Quality looks better than TAAU for the same FPS once you force disable DepthOfField, which TAAU is already doing (likely because its forced not directly integrated into the game).

    But don't take my word for it, test it yourself. I've given all the tools and commands you need to do so.

    Hopefully the devs will see this and make the DOF setting work properly, or at least make the character not effected by DOF because it really kills the quality of their work!

    See here for more info on TAAU

    See here for more info on effects

    submitted by /u/badcookies
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    Can FidelityFX be used to upscale video?

    Posted: 24 Jun 2021 10:46 PM PDT

    Just wondering. Since it's an upscaling algorithm instead of a reconstruction algorithm, it could, in theory, be used in upscaling video right? Or even video of gameplay footage.

    submitted by /u/CaramilkThief
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    I've spent the last year building a site to help you choose the right VR headset! Feedback appreciated!

    Posted: 24 Jun 2021 05:36 AM PDT

    China's ban forces some bitcoin miners to flee overseas, others sell out

    Posted: 25 Jun 2021 01:14 AM PDT

    What's new for gaming in Windows 11

    Posted: 24 Jun 2021 09:53 AM PDT

    Six popular 140 mm case fans from Alphacool, Arctic, Cooler Master, Corsair, Noiseblocker and Noctua in a comparison test | igor´sLAB

    Posted: 24 Jun 2021 10:30 AM PDT

    NVIDIA Jetson AGX Xavier Industrial SOM Launched | ServeTheHome

    Posted: 24 Jun 2021 03:56 PM PDT

    Playing a Neural Network's version of GTA V: GAN Theft Auto

    Posted: 24 Jun 2021 11:58 AM PDT

    Best 1080p Gaming Monitors [April 2021]

    Posted: 25 Jun 2021 03:21 AM PDT

    NVIDIA Canvas app transforming simple brushstrokes into paintings is now available for free - VideoCardz.com

    Posted: 24 Jun 2021 06:42 AM PDT

    What are the pros/cons of FinFETs with multiple fins?

    Posted: 24 Jun 2021 01:46 PM PDT

    As the title says, what are the advantages and disadvantages of designing a FinFET with multiple fins per transistor? I've seen diagrams of FinFETs with one or more fins, but I've never seen why some devices would use different numbers of fins addressed. Additionally, does anyone know what number is typically used in industry?

    submitted by /u/Lightening02
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    FSR on Nvidia GPUs: Did AMD Stuff Up? Did FSR Meet Expectations? June Q&A [Part 1]

    Posted: 24 Jun 2021 05:56 AM PDT

    How cross-compatible can you make a memory controller?

    Posted: 24 Jun 2021 05:09 AM PDT

    NVIDIA's GT 1030 is compatible with both DDR4 and GDDR5. The 1650 is compatible with GDDR6 and GDDR5. The GA102 in the 3090 is compatible with GDDR6X as the 3090 and with GDDR6 as the RTX A5000.

    Tiger Lake is compatible with DDR4, LPDDR4/LPDDR4X and LPDDR5. Alder Lake is supposed to support DDR5 and LPDDR5, and Broadwell supported DDR4 and DDR3.

    My understanding is that. Most of the DDR gens have been 64 bits per channel, per module, with an additional 8 bits for ECC. Up to 72. DDR5 changes that, so now each module has 2 32-bit channels, which is still 64. But if you add ECC, you have to add 8 bits to each channel, so a single module with ECC is now 80 bits.

    My understanding is that GDDR and LPDDR have always been 32-bit per module, but LPDDR4 divided it into 2 16-bit channels per module, and now LPDDR5 is a single channel with 16 bits per module. Tiger Lake and Renoir and Cezanne are actually faster with LPDDR4 than with standard DDR4 on mobile, because LPDDR4 allows for transfer speeds up to 4266 officially, while DDR4 is only rated up to 3200 by JEDEC. And while each LPDDR4 module is 32 bit, Intel and AMD use 4 of them instead of 2, so they still address the same 128-bit bus that they would with DDR4.

    Rembrandt/the Ryzen V3000 embedded Supposedly has DDR5 with ECC. For 2 64/80-bit modules, and 4 32/40-bit channels, that means the memory controller has to be 160 bits.

    So, all of that established, my question is: Would it be possible to make a memory controller flexible enough to support 2, 80-bit ECC DDR5 channels, 5 32-bit GDDR6/GDDR6X channels/modules, and/or 10 16-bit LPDDR5 channels/modules? Because it would add up to 160-bits either way.

    The DDR5 with ECC would be more reliable, but GDDR and LPDDR might be faster or more efficient. You could use a different memory type depending on your market.

    The GT 1030 was/is NVIDIA's low-end, so, at least, making a 64-bit controller compatible with both a single channel of DDR4 and 2 channels/modules of GDDR5 can't have been that expensive? Otherwise, why bother?

    submitted by /u/Scion95
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    Six SSDs Compared Inexpensive M.2 SATA SSD Roundup

    Posted: 23 Jun 2021 06:54 PM PDT

    Business Korea: "SK Hynix Starts Hiring Experienced Foundry Workers"

    Posted: 23 Jun 2021 09:18 PM PDT

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