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we all know by now that the rtx launch

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sucked hard hard enough to almost smell like an

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unabashed cash grab i mean this is nvidia's most expensive generation ever

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and what do we get even hang on when did

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this thing launch

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it's been eight months and ray tracing is still only supported by three games

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and two tech demos but hold on a minute

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now dxr or directx ray tracing is also

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available on gtx cards so

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the question we have to ask is was it all just a scam to get us to

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spend more on their shiny new cards let's take a closer look shall we

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amp by cued coders is the easy way to create and manage your game servers it

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supports dozens of applications runs on both windows and linux and is simple to

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install check it out at the link in the video description

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the fact that only a few games support rtx is important because each game's

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implementation uses raytracing in a different somewhat limited way more on

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that a bit that said we can get a good idea for how

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well ray tracing on gtx cards will work and we can finally give you guys some

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tangible numbers and show you exactly what kind of value rtx brings to the

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table but first the obvious question did nvidia scam early adopters by hiding

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pascal's ray tracing support behind a software lock

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the answer boils down to the dxr fallback layer the microsoft baked into

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directx 12. it allows ray tracing calculations to take place on a standard

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gpu shader cores rather than requiring dedicated hardware like the rt cores

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that rtx cards have that means that gpus with the necessary spec can merely have

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dxr fallback support exposed in the driver so

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yes nvidia did technically artificially lock ray tracing out of the pascal cards

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but the flip side to that is that this fallback layer requires some significant

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optimization to gain acceptable performance so nvidia would have had to put in some

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significant work to the driver level just beyond just enabling it and i'll

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leave you guys to debate whether they should have waited on that one in the comments section because today we have

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some rtx list ray tracing the test so we grabbed our gpu test bench along

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with four cards repping gtx we've got the pascal based gtx 1080 ti and touring

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based gtx 1660 ti going up against the

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rtx 2080 and rtx 2060. first let's take

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a closer look at ray tracing and see for ourselves whether or not it actually

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makes a huge difference in our games or if traditional tricks are still good

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enough as i alluded to earlier each of the

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three titles available does something different so let's start off with shadow

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of the tomb raider where rays are only traced to appropriately enough give us

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dynamic shadows and not for reflections or global illumination

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this is perhaps the simplest use of the technology as it relies only on the

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position and number of dynamic light sources for calculation

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but simple is a very deceptive term here

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because they take into account every light source candles spotlights area

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lights and even sunlight as a result shadows are natural looking

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and cast realistically across surfaces in ways that elude even the most

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sophisticated shadow maps or shadow volumes techniques that most games have

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used up until now moving on to battlefield v our rays are

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used not for shadows but for reflections

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because rays need to be traced for everything in the scene to accurately

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portray a reflection this can be an intensive operation

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depending on the number of and size of reflective surfaces visible as evidenced

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by the initial release of the game too many surfaces were incorrectly being

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processed as though they were reflective and this caused a major performance hit

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that has since been fixed so what's the image quality like

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there are reflections without dxr of course but these non-traced reflections

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rely on the screen space so if an object

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isn't on your screen it's not being reflected

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with txr enabled however you get a more accurate and more useful reflection

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potentially showing you things that are outside of your field of view

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usually this isn't a big deal for gameplay but being able to see enemies

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on the reflection of a window for example has probably saved at least a

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few digital butts from getting hurt online

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finally the most intensive scenario metro exodus this game uses ray tracing

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for global illumination which means all light sources and resulting shadows are

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calculated via dxr which in turn means there's a

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significant amount of number crunching required in order to actually run a game

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like this that's not to say that the standard rendering engine looks bad it's far from

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it in fact the effect that dxr adds to metro exodus can at times be quite

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subtle and difficult to discern especially underground

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the biggest advantage that raytracing lends to metro therefore

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is lighting accuracy or how light reflects and refracts around the scene

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to create a realistically lit environment particularly above ground with games day

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and night cycle ambient occlusion which can often otherwise be somewhat jittery

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and inaccurate is taken care of essentially the same way as shadow of the tomb raider's shadows creating a

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much more immersive feel of course nothing is without trade-offs and when

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we look at our performance results well as expected enabling dxr and shadow

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of the tomb raider resulted in a larger performance impact on our gtx cards than

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on rtx but overall the frame rates are quite

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playable when we move on to battlefield 5 again

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we're still playable but our gtx 1080 ti by comparison to

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traditional rendering tanks its frame rate so hard that it's basically halved

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but we ain't seen nothing yet it's when we try our gtx cards on metro exodus

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where things get messy even the gtx 1080

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ti struggled to give us cinematic frame rates at 1080p

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while our rtx 2060 doubled that and our rdx 2080 averaged over 100 fps

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all of which means if you're planning to stick with pascal and want to use dxr

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you should pay close attention to what exactly a game's rays are being used for

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shadows and reflections probably fine global elimination to quote hardware

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canucks don't bother so is it worth it

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well while gtx owners can run dxr the

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computationally expensive global elimination method is the direction more

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impressive games will try to take and as a result rtx cards will gradually claim

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their place in the market for the enthusiasts and eventually may even

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become a necessity whether your upgrade path is team green or team red when navi

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based radions launch with dxr support chances are you'll be doing so sooner

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than later if you want the best graphics in your games and these games are coming we spoke with

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epic games engineering director marcus wasper and while the complexity of

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unreal engine meant that it took both his team and nvidia the better part of a

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year to get it implemented from here on out game developers using ue4 are

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finally going to have that it just works experience nvidia's ceo jensen wong was

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talking about without interfering with traditional baked light mapping techniques

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taken together support like this in unreal engine and other popular game

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engines means that there's no significant increase in workload for

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developers so content creators can more

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easily create dxr enabled games for us consumers

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whatever their reasoning rather than transform the landscape overnight in my

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opinion what nvidia did with rtx was race out ahead of the competition and

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kickstart the ray tracing conversation how many people actually cared when

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microsoft announced dxr back in march of 2018

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did anyone think that hardware would be able to implement it so soon i sure

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didn't and it certainly caught amd off guard if radion7 is any indication

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and now that the next generation consoles are coming even they are

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rumored to have ray tracing capabilities so

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while this might not have been the ray tracing generation it's truly set us up for the next one

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the volta xl charging usb cable uses reversible n52 grade neodymium magnets

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with usbc tips it provides instant power

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and it's got pvv braiding for flexibility and strength they feature

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intelligent strain relief collars and can handle up to 87 watts of charging so

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that means you can charge a macbook pro 15-inch nintendo switch a pixel 3 xl and

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more you can also use it for on-the-go charging using one smartphone to charge

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another it comes in three different lengths half one and one and a half

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meters so check it out at the link in the video description

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thanks for watching guys if this video sucked you know what to do but it was

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awesome get subscribed hit that like button or check out the link to where to

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buy some of the stuff we featured in the video description also link down there

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is our merch store which has cool shirts like this one and our community forum

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which you should totally join
