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Microsoft® DirectX® Raytracing (DXR) adds a new level of graphics realism to video games previously only available in movies, and AMD has collaborated with Microsoft on the design of DXR 1.1, an update to DXR that can deliver better efficiency and performance in many raytracing effects. This video is to give you a taste of the photorealistic realism DXR 1.1 will enable when using hardware-accelerated raytracing on our upcoming AMD RDNA 2 gaming architecture.

We're going to be hearing a LOT about variable rate shading as we transition into the next generation console era. But what is it? What are its strengths and weaknesses? Is it really a game-changer in terms of more efficient graphics rendering? Alex Battaglia assesses the technology based on two games we've seen using it so far... and talks about how it could be used in future.

During the GTC20 virtual keynote, NVIDIA CEO and founder Jensen Huang showcased a piece created by NVIDIA to illustrate the power of RTX on the Omniverse Platform. Marbles was created by a distributed team of artists and engineers in Omniverse, assembling VFX+ quality assets into a fully physically simulated game level. There was no sacrifice to quality and fidelity that typically results from "gamifying" art assets to run in real-time. Marbles runs on a single Quadro RTX 8000 simulating complex physics in a real-time ray traced world.
Ich denke es wird eine switch 2 geben mit eventuell so gutem display dass sich ne vr brille daraus machen lässt
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