Friday, September 7th 2018

NVIDIA's 20-series Could be Segregated via Lack of RTX Capabilities in Lower-tier Cards

NVIDIA's Turing-based RTX 20-series graphics cards have been announced to begin shipping on the 20th of September. Their most compelling argument for users to buy them is the leap in ray-tracing performance, enabled by the integration of hardware-based acceleration via RT cores that have been added to NVIDIA's core design. NVIDIA has been pretty bullish as to how this development reinvents graphics as we know it, and are quick to point out the benefits of this approach against other, shader-based approximations of real, physics-based lighting. In a Q&A at the Citi 2018 Global Technology Conference, NVIDIA's Colette Kress expounded on their new architecture's strengths - but also touched upon a possible segmentation of graphics cards by raytracing capabilities.

During that Q&A, NVIDIA's Colette Kress put Turing's performance at a cool 2x improvement over their 10-series graphics cards, discounting any raytracing performance uplift - and when raytracing is indeed brought into consideration, she said performance has increased by up to 6x compared to NVIDIA's last generation. There's some interesting wording when it comes to NVIDIA's 20-series lineup, though; as Kress puts it, "We'll start with the ray-tracing cards. We have the 2080 Ti, the 2080 and the 2070 overall coming to market," which, in context, seems to point out towards a lack of raytracing hardware in lower-tier graphics cards (apparently, those based on the potential TU106 silicon and lower-level variants).
This is just speculation - based on Kress's comments, though - but if that translates to reality, this would be a tremendous misstep for NVIDIA and raytracing in general. The majority of the market games on sub-**70 tier graphics cards (the 20-series has even seen a price hike up to $499 for the RTX 2070...), and failing to add RT hardware to lower-tier graphics would exclude a huge portion of the playerbase from raytracing effects. This would mean that developers adding NVIDIA's RTX technologies and implementing Microsoft's DXR would be spending development resources catering to the smallest portion of gamers - the ones with high-performance discrete solutions. And we've seen in the past what developers think of devoting their precious time to such features.
Additionally, if this graphics card segregation by RTX support (or lack of it) were to happen, what would be of NVIDIA's lineup? GTX graphics cards up to the GTX 2060 (and maybe 2060 Ti), and RTX upwards? Dilluting NVIDIA's branding through GTX and RTX doesn't seem like a sensible choice, but of course, if that were to happen, it would be much better than keeping the RTX prefix across the board.

It could also be a simple case of it not being feasible to include RT hardware on smaller, lower performance GPUs. As performance leaks and previews have been showing us, even NVIDIA's top of the line RTX 2080 Ti can only deliver 40-60 FPS at 1080p in games such as the upcoming Shadow of the Tomb Raider and Battlefield V (DICE has even said they had to tone down levels of raytracing to achieve playable performance levels). Performance improvements until release could bring FPS up to a point, but all signs point towards a needed decrease in rendering resolution for NVIDIA's new 20-series to be able to cope with the added raytracing compute. And if performance looks like this on NVIDIA's biggest (revelaed) Turing die, with its full complement of RT cores, we can only extrapolate what raytracing performance would look like in cut-down dies with lower number of RT execution units. Perhaps it really wouldn't make much sense to add the increased costs and per-die-area of this dedicated hardware, if raytracing could only be supported in playable levels at 720p.
All in all, it seems to this editor that segregation of graphics cards via RTX capabilities would be a mistake, not only because of userbase fracturing, but also because the highest amount of players game at **60 and lower levels. Developers wouldn't be so inclined to add RTX to their games to such a small userbase, and NVIDIA would be looking at dilluting its gaming brand via RTX and GTX - or risk confusing customers by branding a non-RTX card with the RTX branding. If any of these scenarios come to pass, I risk saying it might have been too soon for the raytracing push - even as I applaud NVIDIA for doing it, anyway, and pushing graphics rendering further. But perhaps timing and technology could have been better? But I guess we all just better wait for actual performance reviews, right?
Source: NVIDIA via Seeking Alpha
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132 Comments on NVIDIA's 20-series Could be Segregated via Lack of RTX Capabilities in Lower-tier Cards

#76
hat
Enthusiast
As I understand it, process defects at the foundry are largely responsible for product segmentation. For instance (pulling numbers out of my ass here, because I don't know the chip names that well) they may be "trying" to make GP100 chips at the foundry, and the perfect chips get put on Quadros and such, and the "defective" chips (which they may call GP102 or something) may get slapped on a Titan or high end GTXwhatever, with some shader units disabled or something, wherever the defect was. This theory seems to be supported by that one Quadro in the current lineup that is faster than even the current Titan in games, by a margin that isn't insignificant.
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#77
TheoneandonlyMrK
hatAs I understand it, process defects at the foundry are largely responsible for product segmentation. For instance (pulling numbers out of my ass here, because I don't know the chip names that well) they may be "trying" to make GP100 chips at the foundry, and the perfect chips get put on Quadros and such, and the "defective" chips (which they may call GP102 or something) may get slapped on a Titan or high end GTXwhatever, with some shader units disabled or something, wherever the defect was. This theory seems to be supported by that one Quadro in the current lineup that is faster than even the current Titan in games, by a margin that isn't insignificant.
That's not just a theory , it's how the majority of chips are made, that and with spare overprovisioned part's to step up when another parts faulty(mostly Amds tactic) in chip.
Without such tactics 20-80% of every wafer could be wasted and the cost of the working ones would be astronomical.
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#78
StrayKAT
Vayra86Glad to see you figured it out too @Raevenlord

I knew this when I saw Jensen shout TEN GIGA RAYS like a fool. He tried to pull a Steve Jobs on people. Everything was amazing, fantastic, never seen before, first time you could get proper use out of this new tech... it was like watching an Apple keynote.

Except with Nvidia, what they showed were jerky tech demoes at 30 FPS and a huge blurry mess of a dude dancing at the end. Oh yeah, it had reflections, too.

Its hilarious to see people on TPU echoing that RTRT is the next best thing. As if Nvidia re-invented the wheel. I guess this generation separates the fools from the realists.
Except instead of like Steve Jobs, he replaced the turtleneck with a leather jacket. He probably thinks he's Tony Stark.
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#79
Captain_Tom
iOThis.
It looks like TU102/4 was specifically made for Quadro cards and making a RT and Tensor core-less GPU just for gaming cards wasnt finacially viable if 7nm is just around the corner.
Exactly. They are launching both the 2080 and the 2080 Ti at the same time, and neither are the full die - this is a 10 month series at most haha.
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#80
TheGuruStud
StrayKATExcept instead of like Steve Jobs, he replaced the turtleneck with a leather jacket. He probably thinks he's Tony Stark.
Hahahaha, I forgot just how big of a douche Jobs was. It all makes sense, now. It's like requisite apparel to milk your dummy customers.
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#81
TheDeeGee
So 2060 should sell for $100 then?
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#82
Manoa
- GP100’s SM incorporates 64 single-precision (FP32) CUDA Cores. In contrast, the Maxwell and Kepler SMs had 128 and 192 FP32 CUDA Cores, respectively.
that ! also in linux on nouveau you get full speed FP64 without artificial crippling from the driver on the 780 Ti. what a card that !, it can run on all windows 5 and nouveau. now I know why my 780 Ti can protect 1 TB of data in PAR2 in 1 hour !
Posted on Reply
#83
Krzych
IceShroomDo those new RTX card support 10bit colour or still 8bit like rest of Nvidia Geforce series?
Unlikely. There is a pretty good explanation for that on Nvidia website:

"NVIDIA Geforce graphics cards have offered 10-bit per color out to a full screen Direct X surface since the Geforce 200 series GPUs. Due to the way most applications use traditional Windows API functions to create the application UI and viewport display, this method is not used for professional applications such as Adobe Premiere Pro and Adobe Photoshop. These programs use OpenGL 10-bit per color buffers which require an NVIDIA Quadro GPU with DisplayPort connector."

I don't think there is any reason for this to change, they have no interest in bringing pro features into mainstream.
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#84
TheGuruStud
KrzychUnlikely. There is a pretty good explanation for that on Nvidia website:

"NVIDIA Geforce graphics cards have offered 10-bit per color out to a full screen Direct X surface since the Geforce 200 series GPUs. Due to the way most applications use traditional Windows API functions to create the application UI and viewport display, this method is not used for professional applications such as Adobe Premiere Pro and Adobe Photoshop. These programs use OpenGL 10-bit per color buffers which require an NVIDIA Quadro GPU with DisplayPort connector."

I don't think there is any reason for this to change, they have no interest in bringing pro features into mainstream.
I don't think this is nvidia or AMD, but rather adobe and their delusions of grandeur, unless it's collusion for segmentation (which sounds illegal...not that anyone has given two shits in 20 yrs about megacorp legality).
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#85
TheoneandonlyMrK
KrzychUnlikely. There is a pretty good explanation for that on Nvidia website:

"NVIDIA Geforce graphics cards have offered 10-bit per color out to a full screen Direct X surface since the Geforce 200 series GPUs. Due to the way most applications use traditional Windows API functions to create the application UI and viewport display, this method is not used for professional applications such as Adobe Premiere Pro and Adobe Photoshop. These programs use OpenGL 10-bit per color buffers which require an NVIDIA Quadro GPU with DisplayPort connector."

I don't think there is any reason for this to change, they have no interest in bringing pro features into mainstream.
Pro features , i hardly call 10bit pro it comes in handy for HDR and every amd card out now can do it easily with a compatible monitor over hdmi or displayport.
Also such segregation offends my sensibility, yeah some pro features can be kept for quadro but that's not one i agree with.
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#86
notb
AquinusI remember the days when you used to be able to trick the driver to think a GeForce card was a Quadro card by faking a different device id.
Why do that?
I wouldn't be surprised if ECC is supported but, they just put non-ECC DRAM on it for the consumer.
Of course the chip itself is compatible with ECC. But why would you want gamers to pay for ECC RAM?
robal2x ? 2x what ? Price ?
2x performance in best case scenario (tensor cores taking over AA). There are a few games which already support this.
I seems the average improvement is around 50% (not bad, right?)
Manoa- GP100’s SM incorporates 64 single-precision (FP32) CUDA Cores. In contrast, the Maxwell and Kepler SMs had 128 and 192 FP32 CUDA Cores, respectively.
GP100 has 64 FP32 and 32 FP64 cores. It's the same with GV100.
Also, why the drama if you don't care that much? You've missed today's medicine or what?
Posted on Reply
#87
Manoa
I think the idea of dedicated anti aliasing tensors is very good, don't need to bother with special anti aliasing parts in the rasterization process
I have nothing against ECC for gamers, I think it also a good idea, why should gamers have shit hardware ?
when you "quadrify" a geforce card you unlock 2 things: bypass artificial FP64 limitation of nvidia driver (which limits to 1/4 FP64 operations of the hardware ability), enable hardware virtualization PCI passthrough and bypass code 43 of nvidia driver
192 FP32 vs 64 FP32 units ? is that realy something that people shouldn't care about ?
if nvidia didn't limit FP64 capacity of geforce cards, and the speed was there, developers would be using more of it, high precision computations translates to higher quality graphics, it simple as that, wouldn't even need RTRT to look good
Posted on Reply
#88
notb
ManoaI think the idea of dedicated anti aliasing tensors is very good, don't need to bother with special anti aliasing parts in the rasterization process
These are not "dedicated anti aliasing tensors". Tensor cores simply are good at a certain type of operations - just like the general "CUDA" cores.
I have nothing against ECC for gamers, I think it also a good idea, why should gamers have shit hardware ?
Why do you think ECC is so important? :o
192 FP32 vs 64 FP32 units ? is that realy something that people shouldn't care about ?
Exactly, they shouldn't. It's a product. Nvidia tells you what it's good for. Then there are reviews which check if those claims are true.
If the products does what you want, buy it. If not, buy something else.
You're simply overconcerned about some magic numbers on the spec sheet.
developers would be using more of it, high precision computations translates to higher quality graphics, it simple as that, wouldn't even need RTRT to look good
Actually, no. High precision doesn't translate into higher quality graphics. For graphics you need many low-precision operations. This is exactly the reason why GPUs exist.
Posted on Reply
#89
sweet
KrzychUnlikely. There is a pretty good explanation for that on Nvidia website:

"NVIDIA Geforce graphics cards have offered 10-bit per color out to a full screen Direct X surface since the Geforce 200 series GPUs. Due to the way most applications use traditional Windows API functions to create the application UI and viewport display, this method is not used for professional applications such as Adobe Premiere Pro and Adobe Photoshop. These programs use OpenGL 10-bit per color buffers which require an NVIDIA Quadro GPU with DisplayPort connector."

I don't think there is any reason for this to change, they have no interest in bringing pro features into mainstream.
Quick reminder that AMD has these features in their Vega FE though.
Posted on Reply
#90
TheoneandonlyMrK
sweetQuick reminder that AMD has these features in their Vega FE though.
Polaris and vega both can output to upto 12bit afaik and have tried
Posted on Reply
#91
qubit
Overclocked quantum bit
@Raevenlord I'd love to see a tiddly RT 1030 type card with full ray tracing capabilities present and correct, performing at 1fps or less, just for the fun of it. And yes, I'd be that nerd that bought it just to watch that slide show. :laugh: After all, I did that with the GT 1030 to complement my GTX 1080, but was actually surprised that it performs as well as it does for such a little GPU.
Posted on Reply
#92
hat
Enthusiast
GTX580 seems twice as fast... but it beats the much older GTX285. Still, I was rocking a GTX260 at one time... admirable that such low end "garbage" is actually able to perform somewhat.
Posted on Reply
#93
sweet
theoneandonlymrkPolaris and vega both can output to upto 12bit afaik and have tried
I was talking about 10bit in OpenGL Adobe products. Vega frontier is the cheapest solution for that at this moment.
Posted on Reply
#94
ghazi
hatAs I understand it, process defects at the foundry are largely responsible for product segmentation. For instance (pulling numbers out of my ass here, because I don't know the chip names that well) they may be "trying" to make GP100 chips at the foundry, and the perfect chips get put on Quadros and such, and the "defective" chips (which they may call GP102 or something) may get slapped on a Titan or high end GTXwhatever, with some shader units disabled or something, wherever the defect was. This theory seems to be supported by that one Quadro in the current lineup that is faster than even the current Titan in games, by a margin that isn't insignificant.
While what you're describing definitely is a practice (a la x80 vs x70, or i7 vs i5 etc) GP100 and GP102 are a different matter; NVIDIA made two different high-end chips due to the additional die size FP64 and other niche professional features require. Additionally GP100 uses HBM2 while GP102 uses GDDR5X. GP102 is significantly cheaper for NVIDIA to produce.
Posted on Reply
#95
AsRock
TPU addict
Captain_TomWhy does this article act like this is new info? Everyone knows the 2060 is very unlikely to have RT cores - Nvidia wants its sheep to pay $600 cards from now on.

Furthermore the x60 series is now basically made for laptops first, and the new RT cores are HORRIBLY inefficient. It makes substantially more sense to create a Turing die that lacks RT and Tensor cores so they can make it a tiny <200mm^2 die that only uses 50-100w.
Yes but they are marketing the wholle range as RTX when really they are not. As they know full well the low end ones will sell as company's like best buy and such will sell them with a system telling them they have ray tracing, which by time it becomes a thing it be way to late for the people who got the cards to do any thing about it.

Another nVidia ripp off.
Posted on Reply
#96
notb
theoneandonlymrkPolaris and vega both can output to upto 12bit afaik and have tried
10-bit in games - not in Windows API. It's exactly the same with Nvidia cards.
Posted on Reply
#97
efikkan
Krzych"NVIDIA Geforce graphics cards have offered 10-bit per color out to a full screen Direct X surface since the Geforce 200 series GPUs. Due to the way most applications use traditional Windows API functions to create the application UI and viewport display, this method is not used for professional applications such as Adobe Premiere Pro and Adobe Photoshop. These programs use OpenGL 10-bit per color buffers which require an NVIDIA Quadro GPU with DisplayPort connector."

I don't think there is any reason for this to change, they have no interest in bringing pro features into mainstream.
Their Linux drivers does support 10-bit per channel for all recent GeForce cards though.
Posted on Reply
#98
Aquinus
Resident Wat-man
notbWhy do that?
Because it actually unlocked some of the professional features that weren't actually a hardware limitation at the time because a lot of things were blocked by the driver. Remember ever unlocking pixel or vertex pipelines via software?
notbOf course the chip itself is compatible with ECC. But why would you want gamers to pay for ECC RAM?
...but why does it support ECC even if it's not being used for the consumer? Usually that's because it has an application where ECC is required. Hence me jumping to the conclusion that there are just professonal cards that were slightly altered for the consumer because they had already been built. It also could be the case that the demand for these cards wasn't as high as they had anticipated and are repurposing these chips instead.

The big thing is if these are professional cards with a lot more hardware in them, how is that going to impact clock speed and heat? Usually when this kind of thing happens, things don't live up to expectation and that's usually because despite all of the compute hardware, it's not really giving the GPU an advantage when it comes to rendering stuff in games.
efikkanTheir Linux drivers does support 10-bit per channel for all recent GeForce cards though.
Too bad that you're practically selling your soul by using nVidia's closed source drivers. I'm still waiting for them to release their firmwares so nouveau can suck a little less but, obvious nVidia has no intent to make the open source community happy.
Posted on Reply
#99
notb
Remember ever unlocking pixel or vertex pipelines via software?
No...?
It's been 10 years since I stopped overclocking, modding, unlocking and so on. It was fun when I was a teenager, but really seem to have been a waste of time. I should have just spent more time outside or learn German instead. :-)
...but why does it support ECC even if it's not being used for the consumer? Usually that's because it has an application where ECC is required. Hence me jumping to the conclusion that there are just professonal cards that were slightly altered for the consumer because they had already been built. It also could be the case that the demand for these cards wasn't as high as they had anticipated and are repurposing these chips instead.
No. "Gaming" cards are not altered "pro" cards. It's just a chip which can do multiple things. Firmware and drivers tell him what to do.
The reason why gaming chips have ECC functionality included (but blocked) is fairly simple: there's nothing special about ECC. Pretty much all CPUs and GPUs sold today are ECC-compliant.
Manufacturers are using ECC as a factor in lineup segmentation, which really makes sense.
It's not like ECC is crucial for what most people do with their PCs and ECC RAM is more expensive.

Sure, we could suddenly make all computers use ECC.
But sooner or later someone would notice that consumers are paying a premium for a feature they don't need, so it must be a conspiracy by chip makers! Just look how people reacted to RTX. :-)
And the overclocking crowd would soon decide that they miss the non-ECC times, because they could OC higher. :-)
Posted on Reply
#100
efikkan
AquinusToo bad that you're practically selling your soul by using nVidia's closed source drivers. I'm still waiting for them to release their firmwares so nouveau can suck a little less but, obvious nVidia has no intent to make the open source community happy.
Aah, that same old BS. First of all, AMD's "open" driver still rely on proprietary firmware, and it's a bloated non-native "Gallium" driver. Secondly, nearly everyone who complains about Nvidia's "closed" driver doesn't use the claimed "open" driver from AMD anyway.
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