NVIDIA Conference Vlog Part 2.2 -The Way It's Meant To Be Played 2013

Linus Tech Tips ·Linus Tech Tips ·2014-05-07 · 4,475 words · ~22 min read
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0:12 I am recording now please go all right so the core thing about gsync uh that
0:16 they're touting here is the ability that lets you get away from completely
0:19 isochronous or fixed time slices for your games now time slices have been
0:23 with us for the 50 years since television when you've got you had to
0:27 refresh the screen in these continuous patterns because the from the phosphor
0:30 just decayed it went away with back lit LCD displays the light's continuous
0:35 there so there is no sensible reason why we have to be doing that and because we
0:39 are we get these artifacts of either tear or jutter so it's really good to
0:43 get away from that now if you try for a high frame rate like 60 frames per
0:47 second which I've been a big proponent of if you miss it hurts really bad you
0:53 you know you drop all the way down to 30 frames per second while with something
0:56 like g-sync if you if you take 17 milliseconds instead of 16 milliseconds
1:01 nobody can even tell it just comes out as a tiny delay on the frame and that's
1:06 a wonderful thing so that's one real Advantage if you're trying hard for a
1:09 frame rate it makes your inevitable Miss imperceptible if you're not even trying
1:14 if you're just making a game that's randomly running at whatever the hell frame rate it turns out it magically
1:19 works out on this if you're going between 20 and 80 frames per second like
1:23 you know a lot of games will if they're unconstrained there this makes that
1:26 beneficial it means that it's smooth at 20 but then at 80 it's silky and this is
1:31 a really great thing now the interesting
1:35 tension that we've got here is that I didn't really appreciate this a year ago
1:39 but the persistence on a display the fact that it is continuously illuminated
1:44 contributes to a lot of subtle blurring effects on the screen when you look at
1:48 like a text uh you know like a web page if you pan it across the screen smoothly
1:52 or if you scroll like an iPad or something even if it's scrolling at a
1:55 perfect 60 frames per second smoothness it's hard to read because it feels
1:59 blurred in the direction that it's moving and that is a consequence of the
2:03 persistence the fact that it's continuously illuminated the solution to
2:07 that is to only illuminate it very briefly now this happened automatically
2:11 for CRT displays as the Electron Beam scanned over you only had you know
2:16 micros seconds of Illumination from that before it went away and there's a
2:19 category of people that would talk about like sports broadcasting where they'd complain it's never been the same since
2:24 you got flat panels because everything is a little bit more smeared on the pans
2:28 I never really noticed that so much but in a head mounted display it is night
2:32 and day it is one of the more dramatic technology demos that you can do to have
2:36 a display that you can switch between low persistence and full persistence
2:39 it's a big deal now the interesting thing is in the last couple years
2:44 NVIDIA's had their light boost technology for the 3D uh Vision stuff
2:48 and you could put that in you could use that as a low persistence monitor people
2:52 wrote firmware hacks to be able to do this so if you made 120 HZ game and Doom
2:57 3 BFG was one of the few things that because it's old game and we paid a
3:00 little bit of attention you could run it at 120 frames per second locked and you
3:04 could put it into a mode like this and it was pretty awesome but no modern game
3:09 runs at 120 frames per second you know let alone stereo for a head mounted
3:12 display because right now people will just say uh I'm a 30 HZ game and why
3:17 bother and even if you try for 60 you know that's enough Blood Sweat and Tears
3:21 to get there pushing further Beyond his hard but g-sync makes it a smooth
3:26 Continuum so every bit that you do to help helps you know it is better to be
3:30 at 70 than to 6 then 60 it's better to be at 40 than 30 this is a good thing
3:35 and I think that this will be a path that can start bringing some games up
3:38 now we've got the other tension of like 4K displays it's like okay let's go back
3:41 down to 30 frames per second to do a 4K display but at least there's the option
3:45 of possibly pushing up because once you get over 90 95 Hertz ideally up to 120
3:52 or 144 some of these monitors will run at you can start doing this low
3:56 persistence stuff but the problem with this and this is an interesting tension
4:00 I if you do the low persistence and you vary your frame rate then it changes the
4:05 intensity of what you're looking at so what needs to happen is you need to vary
4:09 the length of the illumination based on how long the frame rate was Now g-sync
4:14 can do all of these things they actually they they didn't want us to really talk
4:18 about this aspect of g-sync because they thought it would confuse the you know uh
4:21 the people listening but I I actually think that's pretty important where it's
4:25 got the low persistence option right now it's binary you can go to 120 Hertz and
4:30 be low persistence or you can be at variable frame rate but there's no
4:34 reason why this can't be combined where you start adapting one towards the other
4:38 then you get this option where the best world the best case of this would be the
4:42 game is running if it's running at 20 30 frames per second it's full persistence
4:46 it's just variable but as the game creeps up and it gets over 90 frames per
4:50 second then it can start adapting the backl to it and that'd be great so you
4:54 might have a game where only in some simple scenes are you at low persistence
4:57 wonderfulness while in your mass outdoor exploding everything then it's falling
5:01 down it's full persistence but that would be great it's making things better
5:04 where they can be better and there's a lot of other uses for this type of thing
5:09 like I had mentioned Android specifically because I did complain that
5:13 you take the like the NVIDIA Shield where it's got should have plenty of
5:17 horsepower but if you play Sonic on it it drops frames every now and then and
5:21 that's not the fault of the GPU or the CPU it's the fault largely of the power
5:25 management and what happens on Android where they're they're constantly trying
5:29 to save power by adapting the core count and the frequencies on these things and
5:34 unfortunately what happens is they often pull the power down until you start
5:37 dropping frames which is exactly the wrong thing to do so we could fight that
5:41 by saying well we want a dedicated amount of core cores and frequency but
5:45 then you waste power where really the optimal thing would be let them manage
5:49 the power as they do now and use variable refresh technology to just mean
5:53 when you slightly Miss it's it's it will be imperceptible if you go to 17
5:57 milliseconds for your frame in instead of 15 there and that will be a great
6:01 thing but even NVIDIA's knows that even though they own that platform it's going
6:05 to be integrating with another display vendor pushing things through
6:08 integrating with more Android stack these are hard cross compan issues and
6:12 NVIDIA it's great that NVIDIA did this I've been harping on this for a number
6:16 of years but it took something a company like NVIDIA that can change gpus and
6:21 that can change the hardware that can write the driers for that can you know
6:25 leverage the display vendors to actually put something like this in it could have
6:29 happened five years ago it would have been good to happen 5 years ago but you
6:32 know it's finally happening now well that's fantastic thank you very
6:37 much I'm sure everyone appreciated you taking the time I would offer to shake
6:41 your hand and thank you but I'm pretty burdened here right now okay all right
6:46 we're going to go try to intercept Tim Sweeney
7:01 hey Tim can I borrow you for just a
7:04 couple minutes just to basically say hi to the viewers sure okay I am going to
7:09 have to okay this is very challenging okay but you can you kind of reach past
7:13 me here and do you see channel one where it's there's an A and an M yeah can you
7:18 switch that to a and then same with Channel
7:21 2 so there you guys have it Tim Sweeney touched my
7:27 camera um so we've got about 3,000 viewers on here right now that are that
7:30 are watching live so if uh you know what I guess probably the most appropriate
7:34 thing given that we're at NVIDIA's event is can you talk a little bit about g-sync and how important you think it is
7:39 oh sure um it is a really important piece of technology it enables a games
7:44 Runing at any frame rate to have the smoothness uh that you get from running
7:48 at a constant frame rate you know right now to achieve 60 frames a second
7:52 perfect smoothest um you have to make great sacrifices in the game um and if
7:57 you just go one frame below it to 59 and suddenly your gain's interrupted by
8:02 these massive stutters and the gsync tech uh really creates a Continuum um so
8:08 that whatever level of uh frames the game is outputting can be displayed
8:12 smoothly and without these crazy artifacts that you have in games
8:16 nowadays it means uh Gamers game
8:19 developers will be able to create really awesome levels of content and still
8:23 achieve the sort of smoothness uh that you get in games like Call of Duty for
8:27 example I mean one of the things that the average person I think really
8:31 doesn't understand is they'll they're quick to blame any kind of a frame rate
8:35 issue on well the game optimization isn't very good can you talk a little
8:39 bit about the Bal the delicate balancing act that you guys go through to deliver
8:43 both great level of detail and a smooth gaming
8:46 experience sure it's a constant trade-off for a game developer um you
8:51 know with Gears of War for example we aimed at uh creating the most impressive
8:55 visual experience we could while trying to hit 30 frames a second pretty
8:58 consistently um but uh you know once in a while
9:02 there's a moment when the game drops below that and it really impacts the
9:05 quality because you're not dropping to 29 or 28 frames a second you're
9:09 jittering back and forth between 20 and 30 and it's just a it's just really bad
9:14 this Tech makes it much easier to develop games that have a high level of smoothness and that's going to mean a
9:18 lot more games will be smooth in the future it's it's one of those kind of
9:22 magical technologies that you don't necessarily look at the screen and
9:26 recognize exactly what's going wrong it just looks wrong and it looks uh jittery
9:32 and unrealistic for uh reasons that are hard to identify but when you see it
9:36 working perfectly it's an entirely different experience so in your mind would we see
9:42 something akin to gsync on handhelds
9:47 televisions along with PC monitors and how far out do you see that in the
9:50 future I mean how much would you love to have this on the console we'd love to
9:54 have this everywhere um televisions projectors uh mobile LCD display plays
9:59 um it's going to be especially important for you know products like Oculus uh
10:03 where you want to have a very high and consistent frame rate uh for past
10:07 response time this technology it's starting like almost everything um it's
10:11 an innovation in the industry it's starting on high-end PC and it will work
10:15 its way throughout the rest of the industry over the coming
10:18 years all right well I don't want to take up too much of your time I know
10:21 that you're supposed to be up here for the panel but I appreciate you uh just
10:25 taking the time to say hi to the viewers and uh I I would Shake sh your hand but
10:30 um if nothing else I'm going to try we'll have like a photo op sort of there
10:37 like gster that's the best we were able to do thank you so much for taking the
10:40 time yeah so there you guys go have you
10:44 forgiven the enforcer now forcer is not a bad guy because he he he helped us
10:48 sync up with Tim Sweeney so there you go yeah that's what they call me now
10:53 there there's Tim over there actually he wandered away from us over
10:57 to the g-sync demo you can see he's got his face about 4 in
11:02 from the screen okay maybe we're not going to leave him alone just
11:08 yet oh okay just for fun we're going to
11:11 bother you again here you're you're playing around with the demo right now
11:14 correct yes yes this has three modes vsync no vsync and gsync um of course in
11:19 a video of this you are not going to see any of what I'm talking about um but the
11:24 difference in smoothness is really impressive with vsync you see uh
11:30 uh you don't see tearing artifacts but you do see an inconsistency with the
11:34 frame rate consistently you know jittering back and forth between one frame rate and another because of the
11:38 way that the frame rates are discretized well I never knew what was wrong vsync
11:43 always felt off to me I never liked it
11:46 well it's subtle so you turn off vsync and you have a different set of areas
11:50 which is that each scan line is independently experiencing its own um
11:56 discretization but now you're getting this tearing where uh half of the screen
11:59 is the previous frame and half of the screen is the next frame wherever
12:03 arbitrarily in time the they change head and then what you think it's always
12:08 flipping at the right time it's displaying frames at a consistent rate
12:12 and so you get a lack of jittering artifacts and look here the frame rate
12:15 is varying here in places it's dropping probably even below oh definitely around
12:20 30 frames a second uh but this smooth
12:24 dropping from 60 down to 30 is much much less disturbing than dropping frames one
12:30 at a time and what you're looking at right now looks like a very extreme
12:34 example it looks like the first looks like the first thing Tim did when he got
12:37 here was cranked the frame time minimums all the way down and the maximums all
12:42 the way up or was it already like that when you got here uh no I did this this
12:46 is really the worst case so when the de so the way the Demo's running here let
12:49 me show you this guys this is like a Mayhem and a multiplayer game where
12:52 they're enormous numbers of players just causing crazy spikes in frame time all
12:56 the time but here what you think you won't appreciate it in this video uh
13:01 because it's a video of a screen with a different display resolution and uh
13:06 sampling rate but it's just uh it is Flawless to the point where there's this
13:10 Sol text on the spinning pendulum and you can actually read it um which is
13:14 astonishing because if you go turn off bsync then it's tearing it makes it hard
13:18 it's distracting your eye away from it um it's a it's making a really big
13:23 quantitative difference very cool okay thank you we
13:27 really will we really will stop bothering you you know thank
13:33 you so guys I mean you would never really see okay so the way the demo set
13:38 up for minimum and maximum frame times
13:41 uh so it's it's kind of swinging between
13:44 60 and 30 and that really does present a
13:47 very worst case scenario I mean that's kind of like an artificial situation
13:51 where you're looking down at something intensive like a scene with a bunch of
13:56 stuff exploding and then swinging your your camera up to the ceiling and then
14:01 back down and then back up and then back down and back up and you're trying to
14:05 make the experience disconcerting and that's the
14:09 worst case scenario that we're kind of looking at over there and even
14:13 then it's pretty darn
14:18 smooth someone says g-sync
14:22 will somehow adoption will affect it it doesn't g-sync will affect the people
14:28 who by the gear that runs it there
14:31 there's no we don't have to wait for any industry adoption other than making sure
14:36 that there are monitors that have the technology built into them which NVIDIA
14:40 is saying will be available as as early as q1 next year so it'll be up to the
14:44 individual to adopt it and enjoy it and
14:48 that's that it'll work on any game uh it'll work on any Kepler based GPU and
14:53 it'll work on any g-sync enabled Monitor and you don't have to wait for game
14:57 developers to enable anything you don't have to wait for any else anything else
15:01 to happen Okay my uh my last question is
15:05 you guys talk about how you'll be able to develop games differently if you
15:08 don't have to Target a particular frame rate using a technology like g-sync but
15:13 with g-sync we're going to be looking at a very small initial user base because
15:17 it's based on a Kepler GPU and a particular monitor that has a particular
15:22 Hardware chip in it um pull up the crystal all again so is this within the
15:26 next 5 years that you'll be able to actually forget about a Target frame
15:30 rate with the game and assume that the end user can experience it the way that
15:35 JN can deliver I think this is going to be pretty broadly picked up because this
15:40 is not like it doubles the size of the die of something to do this it's not
15:44 that expensive of the technology I have no idea what nidia's licensing costs and
15:48 what are going to be on here but uh I
15:51 this is something that should be broadly adopted from a pure technology
15:56 standpoint this is just the right thing and I obviously in early years this is
16:00 just going to be a smoothness benefit for for people but in the space of five
16:04 years or something I would hope something like this is pretty much this
16:08 absolutely you also there's a limited amount of of things a monitor
16:12 manufacturer or TV manufacturer can actually compete on once you have 4 put
16:16 stupid things in a lot of cases this is actually a good thing please remove the
16:20 the sharpening the detection and the motion compensation and actually add
16:24 this and W 4K pixels would be nice also and 120 HZ or more
16:29 uh I think there will be when people actually see it and play it as you guys
16:33 been doing and more and more people see that there will actually be a lot of lot
16:37 of movement in the overall industry to transition to something like this really
16:40 quite quickly and that's what I'm hoping for because then we can actually just I say Target games more specifically for
16:46 this yeah exactly the rest of the industry needs to Hardware up
16:57 um every display device every platform
17:01 including you know the mobile platforms we need to adopt this kind of Technology
17:04 over the next uh few years because it's it's visually striking um doesn't show
17:09 up in a TV commercial but it's uh to any
17:12 player playing the game it's incredibly apparent um the difference and visual
17:16 quality here and so it's got to be a major Initiative for everybody or else
17:19 people are going to look at and say oh wow that looks like you know the last generation and actually one one wish I
17:25 have there is that while you're going to these uh well these retail stores with
17:28 sell tons and tons of TV displays or monitors and you see all of them
17:32 standing there really nice monitors well really nice big screen TVs and they look
17:37 amazing and all of them are set on actually a a startup showroom mode that
17:42 just cranks up all of the colors I would like to replace that remove that mode
17:46 showroom mode is the is does not exist anymore instead you just have this
17:50 variable refresh rate and you actually see the difference on that the false
17:53 colors you don't want to have that anyway that's not calibrated to anything
17:56 that we actually create it just creates a complet artificial environment plus
18:00 all the other that you're do there to support Legacy
18:05 cont well
18:08 said look like we're going to be here for a little while longer let me take a bathroom
18:13 break absolutely so uh by is there
18:17 Logistics wise you know got a time here I think it's it's 2:30 hey guys just
18:24 just one second this is Jensen hey John don't don't
18:30 hold it for just just a second it turns out I've got to go catch a flight I
18:34 didn't want to I didn't want to take off without thanking you guys properly uh
18:38 you you guys you guys not only made made the show um made the launch uh you guys
18:45 made made our year I mean this it is it is a quite a privilege to have you guys
18:50 anywhere but to have the three of you guys in the same place at the same time
18:54 and having this kind of access to you guys is really really a privilege it's a
18:58 privilege for me I know it's a privilege for everybody in the audience and it's just so much fun to listen to you guys I
19:03 want to thank you guys for everything you've done for the game industry but
19:07 not just the game industry for the computer industry the technology
19:10 industry and just good oldfashioned human beings in general okay I think you
19:15 guys are fantastic I love you guys love your friendship and love your
19:19 partnership thanks for everything
19:33 uh 4K versus gsync what is more
19:37 important to gaming J yeah I mean at this point we'll get we
19:41 will always be able to suck up more resolution but right now people migrate
19:45 to 4K and they get much lower frame rates on the experience and I think the
19:49 trade-offs already a little bit south of optimal I that people are making now and
19:54 quadrupling down on that yeah I don't
19:57 think while a GN will just make everything somewhat
20:00 better think you don't want to go back to anything
20:03 else well I've got the whole issue about the the low persistence displays that
20:08 that I have to deal with on the head mounted uh display systems and but I
20:14 think that for a conventional desktop monitor I would I really want to see
20:18 this just absolutely ridiculous the good news is it doesn't
20:22 have to be or there either yes it's a shame that those 4K
20:26 monitors fact there are not GCC because you see them jutting and tearing and
20:30 exactly the problems we've been talking about now uh it's actually almost an
20:34 object lesson there and it's a shame that we don't have those we're working on it we're working
20:39 on it sc4k is kind of a workstation
20:43 application for the next few years right uh in that time frame we'll be using
20:47 those monitors for building games because we want to have a huge set of complex tools open uh photographers will
20:53 be using for their were videographers lots of people will be using but I don't
20:57 think it's the right output resolution for rendering until your GP is get
21:02 significantly faster at consumer levels like once that 20 terap fops is in a
21:06 single GPU uh costing 300 bucks that's
21:09 when you want to go 4K it's when you can sustain 30 to 60 to 90 frames a second
21:14 and actually just to to roll up on that
21:19 the environment of where I work just on my own desk essentially have well I
21:24 guess it's score portrait mode with 4in screen and a 4K screen next to that and
21:29 they they're putting them in half circle around you is actually a really good
21:32 work work environment work space so having a single 4K screen that's that's
21:37 curved and 50 in or something that would actually replace four of my screens and
21:41 would be amazing work environment for that and I probably W could definitely
21:45 play games in an extremely immersive way there also and you're starting to see
21:48 these curved screen curved OLED screens in that size so ad JN on it and B to 120
21:53 HZ you have perfect gaming and perfect workation while we're at it I want
21:57 spical section SC SC so that everything focuses properly on that's also