I think Blender developers should take a look at this, especially the EEVEE developers team.
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Not sure how much this affects outside of the gaming world, or if this actually benefits us rendering/visualisation guys…
But it does look like Nvidia is counting on lots of graphics fakery instead of truly making their GPU’s faster. My question is…Is this something the developers should take in account when creating/writing code/solutions for faster Graphics results?
Although they didn’t mention this in the video, I think that AMD Graphic cards are gearing more toward actual GPU brute force for faster graphic draw times.
I’m curious as to what you guys have to say about this.
Personally, I pretty much never play games. I’m more into creating Archviz and cinematics EEVEE/Lumen real-time lighting tech/apps.
That said, NVIDIA GPUs are still considerably faster than AMD, which makes that argument less relevant. If NVIDIA were using deceptive tactics to showcase their cards as faster than the competition, then your point would be valid. If we want real time ray tracing and path tracing, we have to accept some compromises
It is not Nvidia’s fault though that Radeon feels like a cheaply done knockoff of GeForce more often than not. Nvidia knows by now they have no real competition as a result, so the only way to get them to stop the price hikes is to encourage developers to place more effort into optimizing their software so fewer creators and gamers alike are compelled to buy new cards (due to them aging better). It is Nvidia’s game now, the only practical way to win is not to play and we need the help of the devs. to make it possible.
Until AMD gets their Ryzen moment with Radeon, Nvidia will rest on their laurals. Though there is also the increasing issue of diminishing returns in Silcon-based chipmaking with the need to spend billions of dollars in R&D to shave just one more nanometer off of transistor size, so Nvidia is not the only company behind the worsening price/performance situation (with the various ‘miracle’ breakthroughs like Graphene and Optics still having no date for formally exiting the lab).
As far as I know, Blender (and engine devs in general) are aware of limitations of hardware and modern rendering techniques, and usually work with them in mind, making decisions and compromises regularly. Many of these things already are considered on their designs.
Is there something in this video that you think is actionable for the Blender devs? If so, bringing it on the dev talk or their meetings might be more useful. But it needs to be solid evidence and - preferably - with solutions and alternatives. A simple “this is bad and should be avoided” will not move them much.
All vendors (NVidia, Intel, AMD, …) are focusing both in raw performance (more cores, more memory, faster chips) and other techniques (upscaling, AI, etc) to create visuals. That’s the way the industry has been going for years now. But a lot is also optional (especially outside games). For example, if you don’t want TAA, you can code without it, use something else, or even make your own AA solution. Using Nvidia hardware or Unreal don’t force you to use these features, as far as I know.
First of all, why no link original Threat Interactive video? Asmond might be right about some things, but he have no idea about graphic programming. So i have no idea why waste time on his commentary this time .
Secondly, Tbh There is nothing not already known in this video about TAA and other techniques.
Drawbacks of temporal and screen space effects is common knowledge.
EEVEE does use temporal sampling in view-port, but in final render it uses supersampling. Also goal of EEVEE is not essentially being sub-16ms renderer, but realtime-ish. (i would rather be it more realtime but its not up to me to decide). So if something takes extra few ms during render is not even noticeable on render that takes few sec.
Neither nobody forces anybody to use Unreal at all. And i found TI attitude weird, as if they(epic) are obligated to do something that dont find useful them selfs, and not doing it is somehow “abusive”.
Of course Epic does what fit their needs best and needs of other developers is afterthought for them. And other UE developers just use whats is available because developing own rendering solutions or whole game engines is expensive and not everyone can afford that.
Unreal became victim of its own success when ppl or even larger studios use it even when it does not fit their project well, because its dirt cheap and have many features developed.