Foren Aktuelles Erstellen Mitglieder Anmelden

GAME Aktueller Stand der Technik - was die nächste Generation bringen könnte

Benutzer, welche sich diesen Thread anschauen:

Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Join AMD for “together we advance_gaming,” announcing the next generation of GPUs built on the groundbreaking AMD RDNA™ 3 architecture delivering new levels of performance, efficiency and functionality to gamers and creators.

Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Introducing the AMD Radeon™ RX 7900 XTX; The Most Advanced Graphics for Gamers & Creators. Built on the groundbreaking AMD RDNA™ 3 architecture with chiplet technology, AMD Radeon™ RX 7900 XTX graphics deliver next-generation performance, visuals, and efficiency at 4K and beyond.

Discover more: https://www.amd.com/en/graphics/radeo...

Experience breakthrough performance with 24GB of GDDR6 memory and advanced AMD RDNA™ 3 compute units, featuring new AI accelerators and 2nd generation raytracing accelerators. Immerse yourself in breathtaking visuals with the new AMD Radiance Display™ Engine and DisplayPort™ 2.1, to deliver incredible color accuracy and jaw-dropping graphical fidelity up to 8K 165Hz. Featuring 2nd generation AMD Infinity Cache™ technology, discover new frontiers of performance with remarkable energy efficiency. Radeon™ RX 7900 XTX is the pinnacle of next-generation graphics card design, delivering an incredible desktop experience for all ultra-enthusiasts.


Anhang anzeigen 155620

* RX 79000 XTX ~61 Teraflops
* Chiplet Design (300mm² 5nm Compute Unite Die + 6x37mm² 6nm Memory Cache Dies)
* 167% more Transistors per mm²
* 50% more Perfomance per Watt
* Next Generation Raytracing: 50% more Performance per CU
* Infinity Cache (Bridge between Dies) 5,6 TB/s
* FSR 3.0 up to 2x Frames (Fluid Motion Frame Technology [similar to DLSS 3.0 Frame generation])
 
Zuletzt bearbeitet von einem Moderator:
Jetzt will jetzt doch nen Midgen Refresh der CurrentGen ... 18+TF plus doppelte Raytracing Perfomance (wäre theoretisch mit gleichem Power Budget drin)

200.gif
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
As is customary for the end-of-year holiday break, Digital Foundry is happy to present its picks for the best gaming graphics of 2022. John Linneman and Alex Battaglia take point for this one, offering up their views on how visuals have progressed over the last year - and which titles in particular demonstrate the state of the art.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
The maker of ray traced versions of Serious Sam, Doom, and Quake - Sultim Tsyrendashiev - returns with a fully path-traced upgrade to the classic Half-Life, a free mod for owners of the game. So how does it work, and what makes the original game such a suitable candidate for a full RT upgrade? Alex Battaglia gets to grips with the mod.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Whether it's images, video, text, or even speech, generative AI is exploding, delivering remarkable quality leaps gen-on-gen. A while back we looked at what was then the current state-of-the-art in generative technology - but mere months later, the tools have evolved. Oliver Mackenzie demonstrates what these tools can do.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Unreal Engine 5.2 represents the latest evolution of the next-gen technology that will power the new wave of games starting this year with Fortnite, Immortals of Aveum, Lords of the Fallen and Stalker 2. In this video, Alex goes into depth on the latest additions to the engine, tests out the latest procedural generation systems, hardware and software Lumen, CPU performance and... a potential cure for #StutterStruggle? Or at least, the beginnings of one...
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
This week, Nvidia released Portal Prelude, a path-traced RTX Remix overhaul of one of the greatest Portal mods ever made. However, on top of that, the game also saw the arrival of RTX IO, which combines a new texture compression format with GPU-accelerated decompression - and more - which more fully taps into the latent performance of all solid-state drives. Alex Battaglia explains all.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Cyberpunk 2077 2.0 is coming soon - the first showcase for DLSS 3.5 ray reconstruction, integrated into a full DLSS package including super resolution and frame generation, all combining to produce a state-of-the-art visual experience. In this roundtable discussion, we discuss how ray reconstruction works, how it was developed and its applications outside of path-traced games. We also talk about the evolution of the original DLSS, the success of DLSS in the modding community and the future of machine learning in PC graphics.

Many thanks to all participants in this roundtable chat: Bryan Catanzaro, Vice President Applied Deep Learning Research at Nvidia, Jakub Knapik VP Art and Global Art Director at CD Projekt RED, GeForce evangelist Jacob Freeman and Pedro Valadas of the PCMR sub-Reddit.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
It's here! AMD has debuted its frame generation technology - FSR 3 - in two titles, Immortals of Aveum and Forspoken. Based on what we're looking at here, AMD has done a great job in producing decent image quality with the generated frames themselves. However, the use of FSR 3 is limited in a number of ways: v-sync off and VRR do not function correctly, while v-sync under heavy GPU load produces off-putting frame-pacing problems. There's promise here, but this is not the finished article.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
First revealed back in 2020, Unreal Engine 5 promised next generation detail and lighting quality - and since then, the technology has only got better and better. Three years on, we're finally getting to play actual games using cutting-edge tech like Lumen, Nanite and virtual shadowmaps, so just how well is the engine shaping up in actual shipping titles? Alex Battaglia checks out the first wave of UE5 games including Immortals of Aveum, Jusant, RoboCop: Rogue City, Remnant 2, Fort Solis and Desordre to discover where UE5 excels, where it needs improvements and how developers can better utilise the features it has for PC gamers.
 
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
Following up on our analysis of how developers are faring on PC with the transition to Unreal Engine 5, we decided to do the same thing all over again - but this time on PlayStation 5, Xbox Series X and Xbox Series S. How are image quality and performance faring on the current-gen consoles? What are the highlights of the UE5 titles released to date - and does Xbox Series S have the horsepower to keep up?
 
Zurück
Oben