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It's here, it is ripping fast, and it's $2,000 US dollars.

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But in exchange for your least favorite of kidneys,

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NVIDIA promises that their brand new GeForce RTX 5090

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will deliver a level of performance that obliterates their only real competition.

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NVIDIA, more GPU cores, boom.

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More VRAM, and faster VRAM, boom, boom.

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Enhanced RT and AI cores, wider memory bus, and PCIe Gen 5, boom, boom, boom.

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On top of that, NVIDIA has packed in a deep learning super shed load of new features that I would

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love to tell you about. But unless NVIDIA also invented AI teeth extraction,

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I won't be able to. So instead, I leave this review in your capable hands.

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See you later.

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I got it, I got it, I got it. First up, graphics performance.

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Let's cut to the chase.

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Let's get right to raw gaming results.

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No ray tracing, no upscaling, and we're starting with 1440p.

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Across our suite of games at 1440p, the 5090 never falls flat on its face, obviously,

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but still manages to be underwhelming.

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In the Vulcan-based Red Dead Redemption 2, we see less than a 10% improvement over the 4090,

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and that lackluster uplift is repeated in F124.

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More problematic is the embarrassingly small 30% lead over the 7900XTX, which frequently

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goes for a little over two-fifths of the price.

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Oof. And Returnal doesn't bring better news. But as we move on to newer, more graphically intensive games,

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the 5090 does start to pull away from the pack. In the gorgeous thriller, Alan Wake 2,

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it beats the 3090 Ti by more than double and looks great in Blacksmith Wukong, beating the 4090 by 27%.

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Cyberpunk is another strong point compared to the previous generations, but as low as they are

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on the chart, it's worth noting AMD's strong performance per dollar in this game, at least when ray tracing

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isn't enabled. We'll get to that later. For now, this might be obvious, but if you are a 1440p player,

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the 5090 is overkill with the current crop of CPUs.

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If you're on the latest 9800X3D, you might find that the 5090 exerts a little bit more

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of a commanding lead, but I think that anyone with this setup

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should be putting their money into a new monitor rather than a new CPU.

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Let's move on to 4K testing, where the CPU bottlenecks are less likely to rear their ugly heads.

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In Cyberpunk, the 5090 is the first card

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to ever crack triple digits at our ultra preset,

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scoring a 30 FPS lead over the 4090.

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In Alan Wake 2, the story remains largely the same, offering a noticeable difference in playability

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compared to any previous flagship. Blacksmith Wukong at cinematic settings, however,

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is the Everest-like summit, where even the 5090

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falls short of 60 FPS average. Perhaps an overclocking Sherpa could get us to the peak,

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but that's a subject for another day. In Red Dead Redemption 2, the 5090 does not impress,

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especially when you consider its price. And in F124, the 5090 continues to operate

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at that kind of level of performance that no one else can touch. The problem is that for all the hype,

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the performance bump is roughly on par with the price bump, making the 5090 look less like a truly next-generation product

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and more like a 4090 Super GT Zikaiburkei.

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But what's the deal? I thought that Blackwell was supposed to be the giant leap forward with all that flip metering

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and neural rendering and increased rate triangle intersections.

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What the fuck? Whoa, whoa, whoa, whoa, all right, hold on. That's a lot of words,

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but to understand how they're going to impact performance,

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and they will, we need to understand what they mean.

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See, Blackwell brings so many new enhancements

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that NVIDIA marketing doesn't even call it a GPU architecture.

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No, it's called a neural rendering architecture.

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So what is that? As far as we can tell,

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it's about equal parts, genuine innovation and marketing fluff.

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We'll start with the innovation. Up until this point, NVIDIA's AI accelerating tensor cores

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could not be accessed by a graphics API like Vulkan or DirectX.

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But through collaboration with Microsoft, DirectX now has the Cooperative Vectors API,

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which means that gamers can use neural shaders.

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Unlike typical shaders, this allows geometry to be imbued with extra properties.

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But now that extra property could be a small neural network

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that could generate more geometry or help ease ray tracing calculations.

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For instance, mega geometry. This one allows for real time generation

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of level of detail steps without requiring any normal maps.

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Think of like UE5's Nanite, which helps ease jarring LOD change effects

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and saves developer time, but with, you know, AI.

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To take advantage of these features, NVIDIA loaded the 5090 with the hardware it needs

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to accelerate them. It's got fifth gen tensor cores,

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which drastically reduces memory usage for simpler AI models that don't require high precision.

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As for the non-AI stuff, we get upgraded fourth gen RT cores,

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which now double the ray-triangle intersection rate with just 75% of the memory footprint.

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And as for the regular old CUDA cores, well, those just don't seem to have changed very much.

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So far, the 5090 has managed a best case scenario

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of about 30% faster than its predecessor, seemingly entirely thanks to the 33% higher GPU core camp.

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This, combined with their reuse of TSMC's 4N process node

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from last gen, explains why the new chip is so big and why NVIDIA had to sacrifice some clock speed

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to keep their yields, and therefore pricing still attainable to the 1%.

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GDDR7, on the other hand, is kind of a big deal. It boasts double the data rate of GDDR6

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while using half as much power per bit. This is an enlarged part thanks to the shift

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to PAM3 signaling. PAM, short for pulse amplitude modulation,

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is akin to how we store data in multi-level cell flash storage.

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GDDR6 uses PAM4, meaning that each clock

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can be encoded for four different states, rather than just two.

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But it came with a big trade-off, the error rate, since the signals are so similar in amplitude

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that sometimes they can be hard to tell apart, especially when there's interference.

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PAM3 improves the situation by just trying to handle three states instead of four,

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giving a little bit more room between each of them. This improves signal integrity,

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allowing GDDR7 to run at higher frequency

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while consuming less power to make up for the trade-offs. And let's not forget that we finally got 32 gigs of VRAM.

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This will be a huge jump for AIDarks, and maybe gamers someday.

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But there are some other cool things, like NVIDIA's new ninth-gen N-Vanc hardware video encoders,

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which support higher-quality 422 10-bit video.

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This, for the right people, is a huge deal,

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and might make Blackwell a must-have upgrade. And for the folks out there who own monitors,

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hi, Ploof, we finally get a card that can actually take advantage of DP 2.1 UHBR20,

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a new DisplayPort standard that can drive 4K 240Hz

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without display-stream compression. And all of this while talking to your computer

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at PCIe Gen 5. It's 2025, and ray-tracing is no longer an afterthought,

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or even a choice in some cases, with the new name of Jones being the first game

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to outright require support. So let's talk about it.

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For RT testing, we use the highest settings, starting at 1440, and I want to get this out of the way.

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AMD does not ray-trace well. Now, in fact, 2 makes for a very playable experience

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on the 5090, with 1% lows well above 60 FPS.

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Numbers, it can't quite hit yet on the absolutely brutal Blackmith Wukong,

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though it is playable, unlike the poor 7900XTX.

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Ouch! In Cyberpunk, the 5090 has just a 20% lead over the 4090,

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but compared to the 4080 Super, it maintains its price-to-performance ratio,

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which I generally consider to be pretty darn acceptable for a Halo-class card.

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In the lightly ray-traced F124, AMD comes back to life a little,

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performing well against the 4080 Super, and the same can be said for Returnal,

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but there's no question that the 5090 is king for RT at 1440P,

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with a crown that only gets more dazzling at 4K. Blackmith Wukong falls below what we consider playable

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for an intense action game. Don't worry, we'll talk about AI upscaling later,

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because first, dang, look at this thing! Maintaining performance in the 50s at these settings,

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this economy? Dang, NVIDIA, that's pretty impressive.

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And if you care more about absolute cinema than framerate,

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well, it holds above 30 FPS in Alan Wake 2, which should go great with your popcorn.

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F124 and Returnal are similar stories as the 1440P results,

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just with more pixels and fewer FPS. All of this taken together means we're looking at

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a greater than 30% lead over last gen at a 25% higher price,

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meaning the new RT cores are providing some benefit,

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but it's pretty small compared to the impact of NVIDIA just plunking in more of them.

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This is obviously a downer compared to the good old days

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when we used to get yearly GPU refreshes with dramatic improvements to performance per dollar.

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But it's clear that unless cutting-edge semiconductor manufacturing miraculously gets cheaper,

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those days are never coming back. So if we compare this more to, say,

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adding a second card in SLI, a feature NVIDIA no longer supports,

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then the glass half-full-take is, hey, at least it costs less than $240.90s.

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But NVIDIA still has some tricks up their sleeve.

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Holy heck, that's one tight leather jacket. How the heck did you fit that stuff in those sleeves?

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With DLSS4 and multi-frame gen, by making use of flip metering and swapping them

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from convolution neural networks to transformer-based models.

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There's a lot of words again, lots of words again. Let's break it down.

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DLSS4 is NVIDIA's latest suite of AI enhancements,

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and it's the biggest change in years. Previous versions of DLSS included

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a convolutional neural network or CNN.

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A CNN can be thought of as a series of filters

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that look for specific details. When used for image processing,

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one layer could be looking for vertical edges, one for horizontal edges, and one for contrast, et cetera.

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The neural network then observes the results from the filters and can use that information

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to identify things. Like if an image contains a dog or a stop sign

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and seems convoluted, well, it literally is.

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On 4,000 series GPUs, this information was combined

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with an optical flow accelerator that interpreted the motion in the scene

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to upscale or generate frames. So why the switch?

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Scaling. Each filter can only scan and compute

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a small number of pixels at a time. When you have millions of pixels,

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dozens of times per second, increasing performance can be tough.

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So DLSS uses a new transformer model, which, as NVIDIA explains,

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allows them to evaluate the relative importance of each pixel across an entire frame

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and over multiple frames to achieve a deeper understanding of the scenes

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that offers greater stability, reduced ghosting, higher detail in motion,

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and smoother edges. They also scale better,

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which is part of why they have become so heavily used in things like large language models.

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The transformer is the T in chat GPT, so while a CNN can see this picture and say,

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there is a cat, there is a product from LTTstore.com.

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A transformer might say, there is a cat enjoying the premium CRT-themed peck cave

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from LTTstore.com. However, while a transformer can process

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complete images faster, it does require more data for training,

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and honestly, with the side-by-side comparisons, it is tough to tell the difference in image quality

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between the two models, like really tough.

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There are clear benefits in specific areas that NVIDIA points out,

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things like fences, power lines, and barbed wires,

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but there's still obvious artifacts when dealing with semi-transparent objects,

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or just very busy scenes. A lot of the artifacts are different than DLSS3,

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but are still present. On the bright side, at least on high-end cards,

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the transformer models don't show a substantial performance hit.

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Enough theory, I wanna talk about MF-ing G.

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Multi-frame Gen is perhaps the most game-changing tech landing with these new cards.

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Like the previous version of Framegen, it uses AI to generate in-between frames

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based on optical flow data and rendered frames, but Multi-frame Gen now allows users

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to generate up to three in-betweens, rather than just one,

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boosting frame rates to up to four times native.

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Does it work? Well, according to our charts, yes, very yes.

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The numbers double, triple, and quadruple, and make the 5090 look absolutely ridiculous,

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at least in the charts. But as big as that bar is,

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the real frames haven't changed. So what's the deal?

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Well, MFG's pretty wild. DLSS3 Framegen required specific optical flow

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accelerating hardware on GPUs, and combined that with the game data,

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like depth and motion vectors to generate in-between frames. And it was an okay solution,

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but you had to have two bits of hardware processing each frame,

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and that's just inefficient, and could even cause the GPU to throttle,

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resulting in a lower base frame rate to multiply off of.

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That's why you didn't just see a straight doubling of frame rate when you turned Framegen on.

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The 5090 and multi-FrameGen is Shu Aida's optical flow accelerator,

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and instead utilized tightly integrated Tensor and CUDA cores in Blackwell

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to run a lightweight AI optical flow model.

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Not hardware accelerated, it's just an AI model. This means that single Framegen

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should now run 40% faster while using 30% less VRAM.

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We know it works, but how does it look? Well, it depends on who you ask.

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If you want to see your FPS number much higher then it works great.

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Nothing else sort of hacking your FPS counter will let you get nearly 600 FPS in Cyberpunk.

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But visually, it's not perfect, and Framegen weirdness still persists.

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Look at the combing on these crosswalks in Cyberpunk, or this bottle phasing in and out in the benchmark,

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or the doubling of the fan blades in these large HVAC units. In Alan Wake 2,

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there's obvious artifacting around the player model and around the edge of your flashlight,

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which is sadly exactly where you will be looking 100% of the time.

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And it's worth noting that these artifacts are not present when we're just using DLSS for upscaling.

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Curiously, while Cyberpunk and Alan Wake were both updated with explicit support for multi Framegen,

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the feature can be forced in any DLSS3 single Framegen

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supported games through the NVIDIA driver. And the game that fared the best was Dragon Age of Veilguard.

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The world's full of magic, so who's to say exactly what a vortex of shadow

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is supposed to look like? And since it already ran at a solid 70 FPS

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with all the settings cranked, no Framegen, it kept input latency manageable,

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which is really important, because if your base FPS is only 30 frames,

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well, Framegen will make it look smooth, but you'll observe many visual anomalies,

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and latency is still dictated by your true frame rate,

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meaning that the game feels far less responsive than it looks like it should be.

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The good news, says NVIDIA, is that MFG at least isn't adding any latency

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compared to the base frame rate, but we felt like it would be a good idea to verify that.

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And verify we did, using our trusty LDAT, our click to photon test results

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showed that Framegen does not increase latency over native with reflex on.

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In fact, it seems to actually lower the latency slightly.

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It doesn't really make sense to us, so we're gonna chalk that up to sampling error,

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but if there is any effect on latency, it's so minor that it's not noticeable

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compared to our total system latency, and that is mighty impressive.

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But the issue remains, you can't beat your base frame rate's latency,

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and when it's disconnected from the motion you see on screen, it almost makes it worse.

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Perhaps the situation will improve with reflex too, but that's not here yet,

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so we aren't gonna dwell on it, even if the tech is really cool.

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Our take on multi-frame gen right now is that it has the same key flaws before.

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It's a win more feature that works the best

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when it makes the least sense to use, which means it is definitely not the silver bullet

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that NVIDIA's graphs make it out to be. With all this power,

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it would make a lot more sense to use the 5090 to make some money, right? So let's talk productivity.

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Hey, you might not know me, but I do this kind of thing and this kind of thing.

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And NVIDIA's new architecture has benefits for me too.

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The encoder and decoders provide support for 422 chroma sampling,

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which will make working with high-end video files much faster, especially for multi-camera video edits.

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The encoders also provide better quality at smaller file sizes.

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Sadly, we can't verify that for you today as we are currently re-evaluating our encoding benchmarks,

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but the new media engine is almost certainly playing a role in Puget Bench,

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where we see a nice 9% bump in Premiere Pro performance

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and an even nicer, nearly 20% improvement DaVinci Resolve

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when compared to the 4090. In Blender, NVIDIA has us considering

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finding a new benchmark as the 5090 has brought Barbershop render times

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to less than half a minute, more than double the speed of the 3090 Ti.

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Nice. Overwrought editing transition here. Double the 3090 Ti, you say?

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AI nerds, rejoice! If you're like me and for your sake, I hope you're not,

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you've been dying for NVIDIA to release a new 32-gig consumer card.

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So with all the bragging NVIDIA's been doing about AI tops, I'm expecting some big numbers.

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And in the Procyon text benchmarks, what the fuck? Number is not big.

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Sure, the 5090 is still the best card on the charts, but I was expecting more than this.

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We'll see roughly 20 to 30% improvement over the 4090,

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depending on the benchmark, and 60 to 70% over the 3090 Ti.

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I can see why they keep talking about AI tops and not specific performance.

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In ML Perf, the story remains largely the same in the time to first token

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and the token generation rate benchmarks. For image generation, our preferred Procyon benchmark

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doesn't support the 5090 yet. So we tested using the benchmark provided by NVIDIA.

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Prepare your salt grains for the taking. In the Procyon Flux FP8 image generation,

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the 5090 leads by a margin in line with the rest of our benchmarks.

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But when we switch to FP4 precision, the 5090 shows how powerful the native hardware support

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can be, taking less than one quarter of the time to generate images compared to the 4090.

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We'd love to see how this fairs against the 3090 Ti, but this NVIDIA provided benchmark

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doesn't support older cards. I was expecting AI to be the place

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where this card really shines, but I guess potential buyers will have to settle

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for just having the best consumer friendly grade card for AI.

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We'll call it the nifty feinty. Somehow there is still more review to go.

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Good thing this is so digestible and uncomplicated so far, right? Blackwell's main efficiency improvements over ADA

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seem to come from what they're calling Max-Q functionality.

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It boils down to a few small but significant changes.

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Improvements to power gating, thanks to an additional power rail and improved logic

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allows more of the GPU to switch to a low power state more rapidly.

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In CPU bound or frame cap scenarios, this could help save some power,

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especially on mobile chips. But in GPU bound full load scenarios,

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this monster will absolutely draw its fully rated 575 watts,

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including transient spikes of as high as 637 watts.

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And you can see even in real world gaming, it will pull space heater levels of power

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with an average of 554 watts in F124.

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And to manage all that power, they had to make a unique cooler design.

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While everyone else was making four slot behemoths, NVIDIA built something very different.

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And man, does it look good. Not only is it classy, it's also innovative.

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Over ambitious even. The main board of the video card is just the middle section

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and the outputs in PCIe connector are on daughter boards connected via what they call a flexible PCB.

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It's like a stiff ribbon cable, I guess. This allows for a double flow through design

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with fans blowing through dense heat sinks. Anecdotally, the fans run quiet, too quiet even.

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So like the 4090, most of the time, the loudest thing about the card will be its coil wine.

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It's not the worst we've heard, but it's noticeable. And if you expected it to run cooler than the 4090 founders,

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it doesn't. But given how much smaller it is, not to mention the enormous thermal load it's dealing with,

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I'd say it's doing a great job. But the new cooler style brings new build considerations.

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We know that flow through coolers can have a noticeable impact on CPU temps,

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especially for those using tower heat sinks. So as a double flow through, double bad,

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we took the 5090 and the 4090 FE and put them in a Corsair 4000D.

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And even with both running at 450 Watts to control the experiment,

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our poor Noctua NHD15 saw CPU temps that are roughly three degrees higher

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in both synthetic and gaming workloads. A CPU cooler upgrade, perhaps an intake-mounted radiator,

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could be in order for some folks. Wow, that was a lot to talk about.

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So what's our conclusion? Well, if you're a professional game developer

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or any other professional, or basically anyone who can use the new performance

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and especially the new features to make money,

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it's a no-brainer. As for the gamers, well, if the 4090 was stupid,

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stupid price, but stupid performance, the 5090 is stupider.

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It provides 30-ish percent more performance by using 33% more hardware and 30-ish percent more power,

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and it gets a roughly 25% price increase. It's a 4090 plus plus.

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On the one hand, you could look at this and say, wow, this doesn't look good

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for the rest of the 50 series lineup, but it's also worth considering

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that the 4090 was kind of an outlier for 40 series,

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offering a huge boost over its predecessor with the rest offering smaller upgrades.

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So if you're on 30 series and still not in the mega, mega baller income bracket,

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I guess all we can do is wait and see. See if Lydus has the strength to do the segue.

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Who are you? If you like this video,

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check out the one you get on ACCS chronging,

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watch this good nugget for now.

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I wish I could eat a nugget right now.
