Warning: fopen(!logs-errors-php.log): failed to open stream: Permission denied in /var/www/html/!php-gen-lang/v1-core/function_main.php on line 137

Warning: fwrite() expects parameter 1 to be resource, boolean given in /var/www/html/!php-gen-lang/v1-core/function_main.php on line 138

Warning: fclose() expects parameter 1 to be resource, boolean given in /var/www/html/!php-gen-lang/v1-core/function_main.php on line 139
 strålesporing og design med målbare skygger for amd rdna2 - Ray

Strålesporing og målingsdesignmål med variabel hastighed for AMD RDNA2

Hardware-accelerated ray tracing and variable-rate shading will be the design focal points for AMD's next-generation RDNA2 graphics architecture. Microsoft's reveal of its Xbox Series X console attributed both features to AMD's 'next generation RDNA' architecture (which logically happens to be RDNA2). The Xbox Series X uses a semi-custom SoC that features CPU cores based on the 'Zen 2' microarchitecture and a GPU based on RDNA2. It's highly likely that the SoC could be fabricated on TSMC's 7 nm EUV node, as the RDNA2 graphics architecture is optimized for that. This would mean an optical shrink of 'Zen 2' to 7 nm EUV. Besides the SoC that powers Xbox Series X, AMD is expected to leverage 7 nm EUV for its RDNA2 discrete GPUs and CPU chiplets based on its 'Zen 3' microarchitecture in 2020.

Skygge med variabel hastighed (VRS) er en funktion på API-niveau, der giver GPU'er mulighed for at spare ressourcer ved at skygge bestemte områder af en scene til en lavere hastighed end den anden uden mærkbar forskel for seeren. Microsoft udviklede to niveauer af VRS til sin DirectX 12 API, niveau-1 understøttes i øjeblikket af NVIDIA 'Turing' og Intel Gen11-arkitekturer, mens niveau-2 understøttes af 'Turing'. Den nuværende RDNA-arkitektur understøtter ikke nogen af ​​lagene. Hardwareaccelereret strålesporing er hjørnestenen i NVIDIAs 'Turing' RTX 20-serie grafikkort, og AMD indhenter det. Microsoft standardiserede det allerede på softwaresiden med DXR (DirectX Raytracing) API. En kombination af VRS og dynamisk gengivelsesopløsning vil være afgørende for næste-gener-konsoller for at opnå spilbarhed ved 4K og endda prale af at være 8K-standable.