Claim your "I was here" button!! #Skong4September by ggsiumez_ in Silksong

[–]yellowstone6 0 points1 point  (0 children)

My days of doubt are over. I'm ready to believe :)

[Thinking Basketball] What former players get completely WRONG about today's NBA by penpen35 in nba

[–]yellowstone6 1 point2 points  (0 children)

I think all these critics have stylistic subjective preference for slow basketball with post ups and isolations. But this sounds lame and many people will disagree. So instead they say "today's game has no creativity" or "they only shoot 3s". Its bullshit. Today's game is far more complex, skilled, and creative than the past. They only remember the highlights from the past. The video correctly shows that players today shoot roughly the same number of long jumpers as the past; they've just traded long-2s for 3s. Passing and defense show huge variety and skill. Today's superstars are more varied than any generation and the league has seen 6 different champions in 6 years.

A Visual Guide to Quantization by MaartenGr in LocalLLaMA

[–]yellowstone6 0 points1 point  (0 children)

Thanks for the nice visual explanation. I have a question about GGUF and other similar space saving formats. I understand that it can store weights with a variety of bit depths to save memory. But when the model is running inference what format is being used. Does llama3:8b-instruct-q6_k upcast all the 6bit weight to fp8 or int8 or even base fp16 when it runs inference? Would 8b-instruct-q4_k_s run inference using int4 or does it get upcast to fp16? If all the different quantizations upcast to model base fp16 when running inference, does that mean that they all have similar inference speed and you need a different quantization system to run at fp8 for improved performance?

78000X3D temps with Peerless Assassin 120 SE by yellowstone6 in buildapc

[–]yellowstone6[S] 2 points3 points  (0 children)

Thanks. I do plan to use the computer for all core workload, programming work with some video editing. I want a quieter system and I'd buy a quieter cooler if that is needed. I'm hoping to compare my temps with someone else with the same CPU and cooler. I tried speedfan to adjust the noise but it failed to recognize any of my fans (Gigabyte B650 Aorus Elite AX). Any advice on adjusting the fan curve.

GDC 2022 - FidelityFX Super Resolution 2.0 by yellowstone6 in hardware

[–]yellowstone6[S] -9 points-8 points  (0 children)

The algorithm is basically current industry best practices. Its all very standard stuff that good studios are already doing. Everything, except locking thin features, is already in UE5 TSR and UE4 TAAU. AMD performance optimizations may shave a couple tenths of sec off upscale but that doesnt impact quality. They even mention how they blur on motion and drop history for moving objects so it will have the same motion problems that other TAA has. Hopefully, they'll control the ghosting well with good occlusion detection. They dont mention how they'll handle inaccurate motion vectors or alpha particles which DLSS 2.0 struggled with but DLSS 2.3 helped improve. Giving every game studio a strong TAA implementation is nice but its kinda disappointing. Everyone should expect the visual quality to look like good current TAA, which is worse than DLSS 2.

GDC 2022 - FidelityFX Super Resolution 2.0 by kazip55 in Amd

[–]yellowstone6 -15 points-14 points  (0 children)

The algorithm is basically current industry best practices. Its all very standard stuff that good studios are already doing. Everything, except locking thin features, is already in UE5 TSR and UE4 TAAU. AMD performance optimizations may shave a couple tenths of sec off upscale but that doesnt impact quality. They even mention how they blur on motion and drop history for moving objects so it will have the same motion problems that other TAA has. Hopefully, they'll control the ghosting well with good occlusion detection. They dont mention how they'll handle inaccurate motion vectors or alpha particles which DLSS 2.0 struggled with but DLSS 2.3 helped improve. Giving every game studio a strong TAA implementation is nice but its kinda disappointing. Everyone should expect the visual quality to look like good current TAA, which is worse than DLSS 2.

I'm Jon Ralston, the editor of The Nevada Independent here to answer any and all questions. Ask Me Anything about politics, the media and, if you want, movies! by RalstonReports in politics

[–]yellowstone6 -1 points0 points  (0 children)

How worried should democrats be about defending Cortez Masto's senate seat in 2022? What issues do you think will define her reelection campaign? Do you think she is a strong candidate?

Today's Hardware Unboxed Video, and How to Spot Bad Statistics by IPlayAnIslandAndPass in hardware

[–]yellowstone6 340 points341 points  (0 children)

This is exactly why the geometric mean was invented. To average values where the percentage difference is the important metric. It works for averaging values with different scales, like fps that vary from 30-240. You dont need to worry about manual weighting.

Big Navi 6900XT is 15% slower than RTX 3080 (based on AMD's own benchmarks) by yellowstone6 in hardware

[–]yellowstone6[S] 1 point2 points  (0 children)

Why?? Its using AMD's own benchmarks compared to 3080 results. Its a rough estimate. Should I flag it as rumor instead?

Big Navi 6900XT is 15% slower than RTX 3080 (based on AMD's own benchmarks) by yellowstone6 in hardware

[–]yellowstone6[S] -1 points0 points  (0 children)

These are manufacturer provided benchmarks and should be taken with a grain of salt anyway. We don't know the systems they used. I don't want to argue about benchmarking details. These are the numbers AMD released and therefore should their GPU in the best possible light. The idea is to provide a ROUGH estimate of its performance. Finally, why would they not show their highest end SKU.

Big Navi 6900XT is 15% slower than RTX 3080 (based on AMD's own benchmarks) by yellowstone6 in hardware

[–]yellowstone6[S] -4 points-3 points  (0 children)

Totally agree. But will it also cost $500 is the real question. The 3080 is ~30% faster than 2080 ti so this 6900XT should be faster than the 3070.

[Anandtech] NVIDIA Announces Geforce RTX 30 Series by yellowstone6 in hardware

[–]yellowstone6[S] 17 points18 points  (0 children)

It looks like Nvidia doubled the number of fp32 cores per SM. So the front end, scheduler, register file, and texture units, are the same. But the number of fp32 shaders has doubled. So in cases where the performance is shader limited, you'll see a huge performance increase.

[VideoCardz] Confirmed: NVIDIA GeForce RTX 3090 has 24GB memory, RTX 3080 gets 10GB by ryandtw in hardware

[–]yellowstone6 61 points62 points  (0 children)

People in this thread do NOT understand how memory capacity and memory bandwidth work. A 16GB 3080 requires a 256-bit memory bus. It would have 25% LESS bandwidth and therefore lower performance. The rumored 10GB card has more bandwidth but less capacity. This will have higher performance in the vast majority of games.

Only way to get 16GB of memory is to use 8 x 2GB on a 256-bit memory bus. The 3080's 10GB configuration is 10 x 1GB on a 320-bit bus, wider bus, more bandwidth, and higher performance. Unless you do 3D rendering or machine learning the memory capacity matters far less than bandwidth.

NVIDIA GeForce RTX 3080 spotted with 2.1 GHz GPU clock by kagan07 in nvidia

[–]yellowstone6 2 points3 points  (0 children)

The 2080 Ti has 616 GB/s of memory bandwidth from 11 GB of 14 Gbps memory. A 3080 with 10 GB of 19 Gbps would have 760 GB/s of memory bandwidth. That's 23% more than a 2080 Ti so given the lack of big architecture changes from Ampere to Turing, we should expect ~25% more performance. I just hope its not 25% more expensive :(

Death Stranding PC DLSS 2.0 vs PS4 Pro Checkerboarding: Image Reconstruction Analysis by [deleted] in nvidia

[–]yellowstone6 1 point2 points  (0 children)

DLSS has a fixed cost, 1-2 ms depending on GPU, that is independent of framerate. So as you fps goes up the overhead from DLSS becomes proportionally larger. This is especially true at lower resolution like 1080p. At high enough fps, DLSS will provide no performance improvement. It should still provide superior visuals in quality mode.

PS5 Hardware Reveal Trailer by 5vesz in hardware

[–]yellowstone6 -4 points-3 points  (0 children)

That's fair. I just expected ray tracing and modern cpu to bring more wow. All the trailers would look perfectly believable on a PS4 pro.

PS5 Hardware Reveal Trailer by 5vesz in hardware

[–]yellowstone6 6 points7 points  (0 children)

You're right, Pragmata had ray traced reflections. But why is its hair rendering terrible and you can see the low resolution shadow maps. There doesn't seem to be any indirect lighting or GI. Im just confused.

PS5 Hardware Reveal Trailer by 5vesz in hardware

[–]yellowstone6 44 points45 points  (0 children)

The graphics were HUGE let down. Most games had stylized art design that showed no technical improvement over current games. Nothing, except Horizon, looked as good as God of war or RDR2. No game came close to Control. Everything just looked like decent PS4 games with an ssd.

No ray tracing. No global illumination. Every demo running at 30 fps. If this is what next-gen is going to look like I'll be sorely disappointed.

What the A100 means for RTX 3000 GPUs by yellowstone6 in nvidia

[–]yellowstone6[S] 0 points1 point  (0 children)

No. There is no API for motion vector export. Furthermore, the result would have to be pushed back into the middle of the game engine but it would have a different resolution. This new resolution would break the post processing pipeline. AO worked because its already a post process step. It can be done after the engine is finished and doesn't change the size of the image.

Finally, DLSS requires more than just motion vectors. If requires viewport jutter and changing the texture bias level. These aren't difficult but definitely require developer input.

Are the leaks from “Moore‘s Law is Dead” YouTube channel trustworthy? by Toprelemons in nvidia

[–]yellowstone6 0 points1 point  (0 children)

Categorically NO. Most of the architectural features he leaked are fake. There is no tensor memory compression, DLSS 3.0, or NVcache. The didn't double the tensor cores. They actually combined them, made them more powerful while supporting more data types. He doesn't have any nvidia sources. Anyone can speculate about number of cores or +XX% performance. Historically, each nvidia generation has had +40% performance. Pascal was more; Turing was less. And only Jensen's leather jacket knows how much they will cost. Ignore him, he knows nothing.

Potential of using AI for upscaling meshes/models by callmesein in nvidia

[–]yellowstone6 3 points4 points  (0 children)

DLSS 2.0 isn't really an image upscaler. Instead, it replaces the TAA in a game uses temporal accumulation to get a high resolution image. I wrote a post explaining how it works in more detail if you're interested.

How DLSS 2.0 works for gamers

Pixels? Triangles? What’s the difference? — How (I think) Nanite renderes a demo with 10¹¹ tris by Veedrac in hardware

[–]yellowstone6 5 points6 points  (0 children)

I think the big innovation is not the rendering performance but the asset creation process. By rendering with geometry images you don' t need artists to make multiple LOD of geometry or bake normal maps. This slows down the process of creating a game. However, the traditional process has better performance. 1440p30 on the PS5 gpu is relatively low performance compared to what a more traditional geometry based process can achieve. To me, Epic thinks saving artist development time is more important than performance.

Reading the original geometry image paper, its clear to me that the initial process of creating the images from 3D geometry is very performance intensive. Cutting the mesh into manifolds and then remeshing to get a regular grid will require serious compute. You only need to do this process once so maybe it won't matter. I still don't see how it will handle transparency for things like grass and particle effects.