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0:00
In this episode of the Full
0:02
Nerd, we're talking about AMD's Radeon
0:04
Delay, the take from NVIDIA's Editor's
0:06
Day, and what reviewers of Intel's
0:08
B570 have to say, and we're
0:10
going to turn your Q's into
0:12
A's. Welcome
0:23
to episode 332 of the Full
0:26
Nerd, the best weekly podcast about
0:28
PC building news. I'm your fill
0:30
-in -fill -in host, Will Smith, joined
0:32
today by co -host Brad Charcus. He's
0:35
my permanent co -host, Brad Charcus. Hello,
0:37
internet. Elena Yee. Hello.
0:40
And on the verticals
0:42
and horizontals, Alex Estevez. Hello,
0:45
hello. And walking behind us, just
0:47
in the shot, Adam Patrick Murray.
0:49
He's, get back to benchmarking monkey.
0:52
Get in there. Crank those bits. Not
0:54
that we're doing that. I don't know if we're
0:56
allowed to talk about that. But welcome. Hello, everybody.
0:58
Hi. Hello. Hi. Hey, how's it
1:00
going? This is great. This Tuesday feels like a Monday, but
1:02
in a good way. Well,
1:04
yesterday was a Monday, but
1:06
it was a Monday off. Yeah. I
1:09
forgot because I, well, I was unboxing things,
1:11
I guess is what I'm allowed to say.
1:13
But yeah, so what did you guys do
1:15
on your day off? Anything fun? I
1:19
did the opposite of fun. I bought a car after my
1:21
car was t -boned last month. I walked into the place
1:23
knowing exactly which one I wanted, took it for a
1:25
test drive, a couple other ones while I was there. The
1:28
whole process still, still took over seven hours.
1:32
Today to do some more bank
1:34
paperwork and stuff. So it's not fun.
1:36
Try not to buy a car. If you don't have to, they're
1:38
a lot more expensive now too. Oh
1:40
yeah. How bad is it? I
1:43
don't want to SUV. I only
1:45
like cars like sedans. I was looking
1:47
for used in my area. There
1:50
were only two used cars available
1:52
with under 100 ,000 miles
1:54
and they cost 15 ,000
1:56
plus. Wow. But
2:00
you got what you wanted? I did. I
2:02
ended up with a pretty good car at
2:04
a pretty good deal considering the you know
2:06
market so I'm happy with it and I
2:08
have been stuck in my house for a
2:11
month so I'm very happy to have the
2:13
opportunity go get my haircut. I was just
2:15
saying what was the first thing you did
2:17
you went out you clearly haven't gotten your
2:19
hair cut yet but that's coming. Yeah. I'm
2:21
in the same boat. It's a duck and
2:23
a crowd after a grueling weekend. Sorry,
2:26
look, you spent seven hours at the
2:28
car dealership yesterday. You could have at
2:30
least swung by the barbers. No, no,
2:32
it's fine. I went on the highway
2:34
where it gets up to 75 miles
2:36
per hour up in the North country
2:38
and just drank the music and saw
2:40
how it rode and I liked
2:42
it. Nice, that's awesome. Congratulations,
2:45
I'm glad you got the car. Elena,
2:47
anything exciting on your end?
2:49
No, I woke up and forgot that there
2:51
was a holiday. And then I, it's like, oh
2:53
wait, I can go back to sleep, okay. Because I am
2:55
so jet-lagged, like still, like, I don't want to even jet-lagged,
2:57
it's like, I was more of a night owl before I
3:00
went to Europe, and I have returned as a morning person,
3:02
and emotionally and intellectually, I don't know what to make of
3:04
this. So now the sun comes up at 7 AM, my
3:06
body's like, cool. I'm like, what's like, what's happening, what's happening,
3:08
what, what, what, what, what, what, what, what, what, what, what,
3:10
what, what, what, what, what, what, what, what, what, what, what,
3:13
what, what, what, what, what, what, what, what, what, what, what,
3:15
what, what, what, what, what, what, what, what, what, what, what,
3:17
what, what, what, what, what, what, what, what, what This
3:19
is the worst part of getting old for
3:21
me is the is the now I go
3:24
to bed at like midnight and I wake
3:26
up at 6 or 7 530 sometimes and
3:28
I'm like well I'm not going back
3:30
to sleep now so I just get
3:32
up and do stuff it's awful
3:34
it's terrible productivity yeah I
3:36
know should we should we
3:39
talk about the news the
3:41
computer news the the hard
3:43
PC hardware news Oh, there's computer
3:45
news happening? Well, we were taking
3:47
a three-day weekend? Sure. I mean,
3:49
look, the Friday news dump was
3:51
flush on Friday. I don't know
3:53
if you, like, people were getting
3:55
all the bad stuff out there. But,
3:57
yeah, the top news, radion
3:59
delay. Originally at CS I think
4:02
said that they were going to
4:04
talk about next gen RDA for
4:06
stuff by the end of January,
4:08
I think was the, I don't
4:10
know if they actually gave a
4:12
date, but it seemed like they
4:14
were implying that they were talking
4:16
about in the few weeks. They
4:18
didn't give a hard date. The
4:20
fact that it was in the
4:22
announcement that got sent out to
4:24
press just the day before, followed
4:26
by there being a bunch of
4:28
models for sale on the show
4:30
floor. Made people think it was
4:32
going to be very soon. And
4:34
Frank Azor, when he was asked
4:36
in a roundtable, said, we're talking
4:38
about weeks before the graphics card
4:40
show up. And he said, when
4:42
we say quarter one, you know,
4:45
we're not talking about March 31st.
4:47
But according to this new statement
4:49
from David McAfee, who's in charge
4:51
of client computing, I think, over
4:53
at AMD. 90-70 series will be
4:55
in March now. So maybe not
4:57
March 31st, it sounds like, but
4:59
sometime in March. Wow. I mean,
5:01
does this, so can we read
5:03
anything into this? Like what, I
5:05
got the feeling that they were
5:07
kind of waiting and seeing what
5:09
invidious rolled out with was why
5:11
they didn't announce stuff at CES
5:13
necessarily. The 45-minute press conference maybe
5:15
was a happy, happy excuse. But
5:17
I'm curious if like there. They're
5:19
not able to make any appreciable
5:21
board design changes at this point.
5:23
So it's got to be just
5:25
adjusting pricing and positioning, I guess.
5:27
My gut feel around all this
5:29
is they expected the 5070 and
5:31
5070 TI to be a lot
5:33
more money, especially because they just
5:36
repositioned this generation. They changed their
5:38
branding to call it a 9070
5:40
to be a 5070 competitor. So
5:42
my gut says they were hoping
5:44
to price it a little bit
5:46
higher than they might be able
5:48
to now. And this
5:50
will give them time to work on
5:52
DLS or FSR4. Yeah. Because, you know,
5:55
with in video launching 75 games, DLS4
5:57
coming out this month, next month. that
5:59
stuff. This will give them time to
6:02
actually have episode foreign titles, hopefully, so
6:04
hopefully that's some of that as well, but
6:06
I think they just really want to see
6:08
what the 50-70 brings to the table. Because
6:10
invidious pent all of its time talking
6:13
about multi-frame generation and RT
6:15
and stuffs, you can't get a real
6:17
clear picture of where they expect things
6:19
to be. Yeah, I mean, the most
6:21
we could tell from those benchmarks, we'll
6:23
talk about this a little bit in
6:26
a little bit in a minute, obviously.
6:28
is like looks like maybe 20 or
6:30
30% uplift gen gen over gen on
6:32
raster stuff and then like how how
6:34
the MFG stuff actually works in practice
6:37
is the is it's kind of the
6:39
billion dollar question right now from where
6:41
I'm sitting so yeah so and MD
6:43
I I wonder if they were caught
6:45
a little bit surprised by
6:48
multi-frame generation and how
6:50
heavily invidia focused
6:52
on multi-frame generation
6:54
on multi-frame generation.
6:56
And it's just waiting to see. Well,
6:58
there we go. I'd rather a lot of people
7:00
are bummed. I would rather them wait and
7:03
see and figure out where the right
7:05
position for this product in the
7:07
marketplace is and launch in that spot. Like,
7:09
I'm a big believer. And I think it
7:11
was, uh, me, Motu said you can only,
7:13
you know, everyone, nobody remembers that
7:16
a game was delayed. They just remember
7:18
if it came out bad. I think
7:20
that AMD's suffered from that in the
7:22
past few generations. So I'm totally fine
7:25
with them taking the next month or
7:27
two to try to nail the right
7:29
spot. It would be nice to have a
7:31
hardware launch, just be smooth.
7:33
Just one, just one. Yeah, for a lot,
7:35
well. Yeah, look, it's been a long
7:38
time, Elena, since we had something
7:40
that just came out and was
7:42
like, oh, hey, this is what
7:44
we expected. It's working as we
7:46
expected. Everything's good. No problemos.
7:48
So, I don't know. I have a question.
7:50
Yeah, invidious. We don't know what their what
7:52
their launch is looking like. Who knows? We'll
7:54
we'll find out in a I don't know
7:57
what embargoes are up whenever that is. I
7:59
have a question. So at this for a
8:01
perspective of somebody who might want a
8:03
card. Does the extra time also give
8:05
them the ability to kind of like
8:07
build up their stock as well so
8:09
that not necessarily doesn't feel like a
8:12
paper launch? Presumably yeah. Yeah. Yeah. And
8:14
right now there's rumors. Go ahead Brad.
8:16
Right now there's rumors of that Blackwell
8:18
the 50 series will be kind of
8:20
short immediately at launch because it's launched
8:22
in January with the Chinese New Year
8:25
coming up. So luncheon in March would
8:27
give AMD time for everyone to get
8:29
back to those factories in Asia and
8:31
work get a lot more of these
8:33
things out. Well, and and also presumably
8:35
it means that the AIB vendors will
8:38
have time to get their parts lined
8:40
up, which is obviously much more important
8:42
for AMD than it is for invidious
8:44
these days, right? I feel like the
8:46
AIB's thought it was going to launch
8:48
a lot sooner than this. I can't
8:51
say much more than that. some of
8:53
them expected as well. That's interesting. Yeah,
8:55
so, okay, so anything else on the
8:57
aimed on the radion delay, I feel
8:59
like that's pretty much the high stuff,
9:02
right? Yeah, that's it. It just kind
9:04
of feels like the ultimate, you know,
9:06
Lucy pulling the football on Charlie Brown
9:08
again. It was like, wow, really, just
9:10
don't even mention it. I mean, kind
9:12
of, I kind of, yeah, but also
9:15
it kind of feels like maybe, like,
9:17
like they didn't really announce anything at
9:19
CES. Like we had a conversation before
9:21
the show started about whether we should
9:23
even call this a delay because they
9:25
were so vague about what was coming
9:28
at CES that we weren't sure what
9:30
they said we had to go look
9:32
it up. Yeah I don't think it's
9:34
an actual I wouldn't count this as
9:36
a delay but it's delayed compared to
9:38
what everyone's expected. Yeah I mean this
9:41
is the benefit of going second is
9:43
you can you can change your game
9:45
plan and now they can price according
9:47
to how these 50-70s actually perform versus
9:49
there would have been a nightmares conversation
9:52
backstage where you're like, okay, if the,
9:54
if the, if the, if the, if
9:56
the, if the, if the, if numbers
9:58
are real and people are actually going
10:00
to use this we have to price
10:02
this at this and if the MFT
10:05
numbers are fake and we're not going
10:07
to do this then we have to
10:09
price this at this and they're going
10:11
to make a guess and they're going
10:13
to base the next two 18 months
10:15
two years of graphics card sales on
10:18
guesses based on rumors no this is
10:20
the right thing to do you see
10:22
to argue about for another three months
10:24
no This is what the redic craves.
10:26
I'm also wondering, I'm also wondering if
10:29
this is a good sign, right? Because
10:31
I feel like a lot of times
10:33
when you're not confident in your product,
10:35
you will rush out to be the
10:37
first just to get it out of
10:39
the way so that you don't have
10:42
a negative comparison to what follows or
10:44
like to what you're following. And so
10:46
the fact that they're holding on to
10:48
it to me kind of suggests that
10:50
I think they have confidence in this
10:52
product. Maybe it could all like the
10:55
other thing I wondered is if the
10:57
Intel stuff has thrown them for the
10:59
poor loop Maybe they weren't expecting competition
11:01
at that at that low end and
11:03
as the company now that has come
11:05
out and said hey we're talking to
11:08
the low and mid range Like hey
11:10
we've lost the high-end mid-range and we've
11:12
lost the low-end is a real that's
11:14
a bad story to have to tell
11:16
from a from a sales perspective so
11:19
I think it's Maybe I'm a glass
11:21
half empty kind of guy, but like
11:23
Elena is the voice of optimism and
11:25
Brad and I are over here on
11:27
the grumpy old guy side. There's a
11:29
reason we have all this white in
11:32
our beards. Yeah, maybe that's why. Like
11:34
once I get the beard and I
11:36
like... Try to like blend in maybe
11:38
it'll be different I saw a real
11:40
good one on the tick-tock shop the
11:42
other day I should have just mashed
11:45
the button for you later Let's talk
11:47
about invidious editors day stuff because we
11:49
can the embargo lifted on that a
11:51
couple days ago We've we Adam was
11:53
there on site Brad and I have
11:55
had access to materials and stuff for
11:58
this a long time. I don't know
12:00
about you, but I spent a lot
12:02
of time reading white papers this weekend
12:04
because I was wildly curious about what
12:06
they've done with this architecture. And they
12:09
broke down the blackwall stuff, which kind
12:11
of already talked about last week a
12:13
little bit, so we don't need to
12:15
get into a ton of detail on
12:17
like skews and all that stuff. But
12:19
they talked about the changes of the
12:21
tensor cores, they talked about DLS4, they
12:24
talked a lot about multi-frame generation, which
12:26
is the thing I think I think
12:28
I'm most curious about. And then they
12:30
talked about some like crazy
12:32
stuff from the future. So
12:35
I guess we start with
12:37
Blackwell, I guess is the
12:40
place to begin. Blackwell, the
12:42
new generation, GPU
12:44
core, new tensor cores,
12:47
which we weren't exactly
12:49
expecting, a new version
12:52
of DLS. Upgraded rate tracing
12:54
cores. And a new, the
12:56
board design. I feel like some of
12:59
the stuff we should just save at
13:01
this point for reviews, because the board
13:03
design is, is, we talked about it
13:05
a lot last week, I don't think
13:07
we need to get into that. Is
13:09
there anything on the architecture stuff that
13:11
you got out at Editor's Day, materials
13:13
that you didn't have from Jensen's talk
13:15
and from what we talked about last
13:17
week? A couple interesting high-level thoughts.
13:19
I don't want to dig far
13:21
into it, because it's a lot
13:23
of information to process. I find it
13:25
interesting that they moved back to
13:27
a shared pipeline for FP and
13:29
I&T calculations to make it, because
13:32
the past, that's what they used
13:34
to have, the past two generations, they've
13:36
had separate pipelines for integer
13:38
and F floating point performance
13:40
tasks, this time they're putting
13:42
it all back together in one
13:44
big shared one with the switching. The
13:47
amount like that they're putting into
13:49
these tensor cores this generation like
13:52
really surprises me to me I
13:54
think the defining aspect of this
13:57
generation will be DLS for I
13:59
think there's reason they're pushing for
14:01
the the driver things you can
14:03
I forget what they call it
14:05
so you can switch out older
14:08
DLS versions and force oh DLS
14:10
for yeah the forced the forced
14:12
DLS for in the invady app
14:14
yeah yeah yeah I think there's
14:16
a reason to do that come
14:18
out with 75 right out of
14:20
the gate they've really overhauled those
14:22
tensor cores I think the new
14:25
FP4 capabilities in these tensor cores
14:27
is going to be what drives
14:29
a lot of that new DLS
14:31
stuff. And I think if we
14:33
do wind up seeing it back
14:35
ported to the 40 and 30
14:37
series, 20 series generations, it won't
14:39
perform as well because they have
14:42
an outright set it. But I
14:44
was watching an excellent digital foundry's
14:46
interview with Brian Kata Rezano. I
14:48
hope I got your name right
14:50
Brian. The DLS guy, AI guy
14:52
at Invidia. And he strongly implied
14:54
that, you know, they designed the
14:57
Blackwell architecture in hand to work
14:59
with DLS for implying that it's
15:01
leaning on that FP4. So that's
15:03
interesting to me. The other interesting
15:05
bit is that it's really just
15:07
kind of Ada lovely sounds terroids.
15:09
Like... like the raster pipeline you
15:11
mean yeah it's the same the
15:14
raster pipeline's different but it's still
15:16
the same TSMC node like yeah
15:18
so I'm curious to see where
15:20
it lands in reviews yeah the
15:22
the memory bus is a little
15:24
bit wider but we I think
15:26
we knew that from the from
15:29
the Jensen talk yeah like for
15:31
me for me the exciting thing
15:33
is the DLS4 stuff because it's
15:35
it's like The thing that Jensen
15:37
said on stage that seemed like
15:39
it was ludicrous when we're hearing
15:41
it on stage was, hey, we're
15:43
going to take a 1080P frame,
15:46
render that once, and then generate
15:48
four 4K frames off of that.
15:50
The first one using super sampling,
15:52
and then the other three using
15:54
the AI optical warp multi-frame. generation
15:56
tech? Yeah, reflex. Well, reflex, so
15:58
reflex one for that. Reflex two
16:01
is separate. Okay. That was unclear.
16:03
That I didn't get until I
16:05
was like that took a lot
16:07
of digging to figure out. The
16:09
reflex two stuff is only in
16:11
two games that they've announced so
16:13
far, the finals and valorant. It's
16:15
not out yet, and it's the
16:18
thing that reduces the latency from
16:20
75%. They're not using that for
16:22
the multi-frame generation. The thing that
16:24
was interesting is they said they
16:26
can do the, in the white
16:28
papers, they said they can do
16:30
the multi-frame generation stuff on one.
16:32
tensor cycle or one tensor call
16:35
for three frames. So they're taking
16:37
that 1080P image and generating three
16:39
frames off of that and then
16:41
optical warping them to match input.
16:43
So they feel lower latency even
16:45
though I guess they're not. It
16:47
seemed like they did a lot
16:50
of tensor core stuff to make
16:52
those frame generations happen faster and
16:54
later in the pipeline so you
16:56
can account for more stuff as
16:58
it's happening. Anyway. Yes, I think
17:00
truly think like DLS4 if it's
17:02
also or not is going to
17:04
be the defining moment of this
17:07
generation. Yeah, like because the thing
17:09
is we haven't like we have
17:11
cards where I think we're allowed
17:13
to say we have cards because
17:15
we were we were post on
17:17
boxings yesterday. We're not allowed to
17:19
talk about anything beyond that. The,
17:22
if the DLS4 stuff doesn't feel
17:24
good, none of this works, right?
17:26
Yeah. And because like the uplift
17:28
generation over generation from what they
17:30
showed at Editor's Day is like
17:32
30% on Raster. The new ray
17:34
tracing pipeline seems to be fast,
17:36
more performant, but it's still like
17:39
30% generation over generation uplift. And
17:41
without the DLSS for multi-frame generation
17:43
stuff, there's no kind of juice
17:45
here, which, you know, that feels
17:47
bad. Yeah. The other interesting thing
17:49
they talk about a lot is
17:51
that they switch the model. The
17:54
neural net model for upscaling and
17:56
deal SS4 from a convolutional neural
17:58
network, which is what they've been
18:00
using since the very beginning to
18:02
a transformer neural network Which is
18:04
what like chat GPT uses because
18:06
they've seemed like they had hit
18:08
the limits And they talked they
18:11
talked about this in that DF
18:13
interview with Alex. They also talked
18:15
about a lot in the white
18:17
paper They'd hit the limits of
18:19
what they could do with the
18:21
convolutional tech and we're we're finding
18:23
edges that they just couldn't train
18:25
around couldn't train beyond and cited
18:28
like things like chain link fences
18:30
as being less noisy and some
18:32
other like like difficult to render
18:34
places or places that are moving
18:36
quickly that we're providing ghosting other
18:38
weird artifacts the transform model supposedly
18:40
works better with. I'm curious to
18:43
see how what the difference actually
18:45
is in the real world like
18:47
there are extreme examples where DLS
18:49
2 and 3 doesn't look good
18:51
in certain education but in general
18:53
I think DLS looks pretty pretty
18:55
freaking solid. Like if it's available,
18:57
I'll always put it on quality
19:00
mode in a game that I'm
19:02
playing and I don't feel like
19:04
I lose anything. So I'm curious
19:06
to see like moment to moment
19:08
gameplay, how big of a difference
19:10
this shift in underlying AI networks
19:12
feels, models, not AI network. I
19:15
think the digital foundry guys were
19:17
talking about this on one of
19:19
the things that I think on
19:21
their their post like demo cycle
19:23
at CES. But like the like
19:25
the the frames when you're on
19:27
a high refresh rate monitor and
19:29
the frames are coming so fast
19:32
your ability to pick up the
19:34
little artifact that the artifacts are
19:36
getting more minor and they're coming
19:38
faster so you see them you're
19:40
less likely to to pick up
19:42
on them. So there's like it
19:44
it becomes a real like how
19:47
do we do image quality analysis
19:49
and benchmark testing on these cards
19:51
when so much of this is
19:53
outside of a traditional render pipeline
19:55
right like. I guess let's talk
19:57
about that later because that's a
19:59
big question. That's a really interesting
20:01
conversation to me. I have I
20:04
have some thoughts around that. So yeah, let's
20:06
go back to that. So other things
20:08
about the transformer model is it
20:10
runs on older hardware. It is
20:12
more expensive, but it's running a tensor
20:14
course. It is more expensive, but it's
20:17
running a tensor course. It's not like
20:19
it's taking stuff out of the raster
20:21
pipeline. It's just is is is the
20:24
part of your GPU that used to
20:26
be lightly used for DLS that's going
20:28
to be more used? I'm curious to
20:30
see is if they do roll that
20:32
out I think they said they're going
20:35
to do 40 series I'm not 100%
20:37
sure don't quote me on that and
20:39
they're looking into possibly do an
20:41
optimization for 30 series in the
20:43
future if that does come out I would
20:45
be really curious to see how moving
20:47
to the older tensor cores affects
20:50
memory usage in latency and GPU usage
20:52
overall because I think it would suck
20:54
into more of your stuff than you
20:56
would think so In the, in the
20:58
white paper, in one of the white
21:00
papers, they provided us, they broke down
21:02
generation by generation. And multi-frame generation,
21:05
the take one frame and generate four
21:07
off of it, or three additionals off
21:09
of it, is a 50 series only
21:11
thing. And that's because of the way
21:14
the tensor cores work on the new,
21:16
on the new GPUs in order to
21:18
have that happen in a timely manner.
21:21
Yeah. They had to do hardware stuff.
21:23
The single frame generation will continue to
21:25
be four series and five series. Ray
21:28
reconstruction goes all the way back to
21:30
2000 series to, is that ampere?
21:32
I can't remember. 2000 is ampere.
21:34
Yeah, and then, 30 was, 30
21:36
was ampere. Oh, it's a, pass, current,
21:38
Turing, Turing, Turing, Super
21:40
Resolution, beta, which is the
21:43
new transformer model, ups, upscaling,
21:45
goes all the way back
21:47
to 20 series. And DLAA goes
21:49
all the way, that's the anti-ali thing that
21:51
uses the DLS stuff, but is running NATO.
21:53
He'll be wrong on that then. Goes all the
21:55
way back to 20 series. And I don't know
21:57
if that's current or if that's coming, but that's.
22:00
like that's I'm real curious to see
22:02
how that stuff runs on a 20
22:04
series card because those those tensor cores
22:06
were not like they were not big
22:09
BP tensor cores. Oh no. Okay so
22:11
and it's it's an experimental thing the
22:13
tensor the the convolutional to transform a
22:16
model is experimental on most things in
22:18
order to enable you'll have to flag
22:20
it on the invidia app rather than
22:23
running it like there won't be a
22:25
drop down in the game to do
22:27
that. basically. Um, that's clunky, but it
22:29
makes sense. I mean, I think while
22:32
it's in, I think that's while it's
22:34
in beta is my understanding. Got you.
22:36
Um, the MFG stuff we talked about
22:39
a little bit. I kind of at
22:41
this point, I just want to see
22:43
what it looks like. Uh, digital foundry
22:46
who did a lot of spent a
22:48
lot of time with the demos at
22:50
C. At C. At C. S. Said
22:52
that it looks like they're their their
22:55
standards. before which were, hey, you want
22:57
this to run at 40 or 60
22:59
frames per second in order to turn
23:02
this on, remain true with the, with
23:04
the, so this isn't going to get
23:06
you from 15 frames a second to
23:09
60, it's going to get you to
23:11
from 60 to your monitor's refresh rate
23:13
at 240 or 360 or whatever. That
23:15
makes sense. Yeah, and I just want,
23:18
I don't want, I want to see
23:20
that, I want to see that running.
23:22
That's where I'm at with the MFG
23:25
because it sounds too good to be
23:27
true good to be true. One is
23:29
just a philosophical kind of way that
23:32
it seems to have approached at least
23:34
this generation. That's got me thinking about
23:36
graphics cards in general. Like I feel
23:38
like AI, up sampling, frame generation, who
23:41
else, who knows what else is going
23:43
to happen, neural rendering, that's new. Is
23:45
the future, and it's going to be
23:48
a big part of the future of
23:50
rendering graphics? Because honestly, like the GPUs
23:52
that we have already. are plenty powerful
23:55
enough to power 4K displays at gamer
23:57
speeds. Yes, you might have to. spend
23:59
a lot on a graphics card, but
24:02
the technology is there. So like the
24:04
issue with frame generation, especially multi-frame generation,
24:06
is the latency it's adds, which in
24:08
video reflex helps with. But it draws
24:11
off of your base frame rate anyway.
24:13
So in video has to keep adding
24:15
oomph. to make the base frame rates
24:18
go up in order to drive these
24:20
these super high frame rates with DLS4
24:22
MFG on and it's just got me
24:25
thinking like how much do they really
24:27
need to invest more in raster at
24:29
this point does it does it it
24:31
feels like it makes sense that they
24:34
invested so much in DLS4 in the
24:36
tensor cores because you only have to
24:38
drive so much additional raster performance use
24:41
that to unlock drastically higher raster performance
24:43
with MFG. I'm just getting philosophical about
24:45
graphics cards. I like it makes the
24:48
the conversation like this this feels like
24:50
again I haven't spent time with it
24:52
I'm curious like for me it really
24:54
all boils down to what it feels
24:57
like I don't care about the whole
24:59
semantic difference between fake frames and real
25:01
frames I know that people get really
25:04
upset about that but if I can't
25:06
like on the first-gen using a mouse
25:08
and keyboard I could perceive the difference
25:11
between frame gen on and frame gen
25:13
off in like a game like called
25:15
duty which supports it yes and runs
25:17
at 200 and something frames per second
25:20
on my computer right and the there
25:22
was there was a floatiness to the
25:24
input that you don't want on that
25:27
kind of game and and when I
25:29
did blind I didn't do double blind
25:31
so I don't have enough people to
25:34
do that but I did blind test
25:36
where had my daughter come in and
25:38
either toggle frame gen or not and
25:41
then I would play the game on
25:43
a specific level in a specific mode
25:45
and my kd would be would vary
25:47
by like a point five ratio when
25:50
i when i was testing it right
25:52
so you could feel it yeah it's
25:54
not scientific i couldn't feel that's the
25:57
thing is i had to i had
25:59
to like take my perceptions out because
26:01
Like my variance on KD is usually
26:04
like 0.1.2 on specific maps and specific
26:06
modes When I turn frame gen off
26:08
it went down turn frame gen on
26:10
it went down when I turned it
26:13
off it went up And and like
26:15
like like it's Yeah, it was weird.
26:17
It was weird. Some frames win games.
26:19
But at the same time, for something
26:21
like Indiana Jones, it's not a competitive
26:24
game, and I'm just playing to have
26:26
something that looks awesome and is fun.
26:28
And also that game does crazy, crazy
26:30
math, generating, showing the world and the
26:32
way the lighting works and all that
26:35
stuff is nuts. Like I would happily
26:37
have another, if I can, if I
26:39
can go from 60 frames a second
26:41
to 200 frames a second by flipping
26:44
on frame gen and at the
26:46
expense of a little bit
26:48
of snapiness on the aim,
26:50
I'm absolutely gonna do that
26:52
because the aim doesn't matter
26:54
in that game. Same thing for, you
26:56
know, God of war or horizon,
26:58
I'm just naming so first first.
27:00
Yeah, like, and then, and then, yeah,
27:03
like how, how, how, how, How do we test
27:05
AMD's frame gen versus invidious
27:07
frame gen versus Intel's frame
27:09
gen versus Qualcomm's frame gen
27:12
versus presumably some way Microsoft
27:14
will have frame gen? And yeah, anyway,
27:16
it's getting complicated. I go
27:18
back to I think it was last episode
27:20
somebody asked is average FPS still the
27:22
best way to measure it? And I've
27:24
been thinking about that that one
27:26
question, thanks to whoever asked it
27:29
hard ever since then because I
27:31
kind of align with hardware unboxed.
27:33
who are on the pulpit saying, they keep
27:35
counting these as frames, these aren't really
27:37
frames. They are, they improve the visual
27:39
quality, they're like motion smoother, it's
27:41
more of a visual quality thing
27:44
than a frames thing, which ties
27:46
into the feel and stuff like
27:48
that. So, how do you even measure
27:50
these things? Things are getting so complicated
27:52
now. Well, it's kind of like AA,
27:55
because if you think about AA, the
27:57
idea between annualizing is originally you would
27:59
render... four times the size and then
28:01
shrink it down and that smooths out
28:03
the jaggy edges right and what they're
28:05
doing with the with the frame generation
28:08
is kind of like that but for
28:10
time and stutter and for frame pacing
28:12
so they're basically what they're doing saying
28:14
hey we can make these three cheap
28:16
frames that we that we can deliver
28:18
evenly on a specific timeline and and
28:20
that's the other thing they change with
28:22
this generation is it's the GPUs controlling
28:24
the time the frame pacing for the
28:26
for the generated frames not the CPU
28:28
so that bottleneck is gone which makes
28:30
theoretically should make a big difference but
28:33
but yeah so they're saying hey we're
28:35
gonna get rid of shudder by making
28:37
these three cheap frames that go between
28:39
every expensive frame and we can dole
28:41
them out at a very predictable rate
28:43
so that you don't have that micro
28:45
shudder and if they actually can do
28:47
that then I'm really excited about this
28:49
because microstutter yeah like you can have
28:51
a game that runs at 250 frames
28:53
a 250 frames a second and if
28:56
it one frame out of 10 is
28:58
a 10x delay the game feels like
29:00
crap yeah yeah yeah so I don't
29:02
know we'll see this is like I
29:04
want to I want to sit down
29:06
in front of a nice monitor and
29:08
play a bunch of games and see
29:10
what it feels like that's that's the
29:12
only way to tell this stuff so
29:14
but here's a question I have since
29:16
we're kind of talking about the testing
29:19
aspect of it just uh just monitoring
29:21
chat like there is an array of
29:23
responses in in terms of like how
29:25
they feel about frame gen, how they
29:27
feel about latency, how they feel about
29:29
these other factors that go into how
29:31
good gameplay feels. And so I think
29:33
if we're talking about testing, it almost
29:35
sounds like it's yet another situation for
29:37
people who are benchmarking that it's just
29:39
going to be more complicated for them.
29:42
in order to present a fuller picture
29:44
to everybody. Because, I mean, we had
29:46
this when we started seeing more complexity
29:48
on the CPU side, right? So I
29:50
personally just, as someone who is not
29:52
testing GPUs and gets to sit back,
29:54
I always feel like it seems like
29:56
the traditional ways of testing are not
29:58
going to go out a window, but
30:00
you are going to have to add
30:02
like this extra layer to it so
30:04
that you get that data where you
30:07
can say like, okay, like we know
30:09
exactly how many quote unquote real frames
30:11
are being output by these cards that
30:13
if you're the kind of person who
30:15
really needs that, you can compare them
30:17
and at least it's like apples to
30:19
apples comparison. but then if you're someone
30:21
who's not sensitive to these things or
30:23
you are sensitive to these things then
30:25
here's the other like experiential plus the
30:27
numbers that go with that sort of
30:30
experience and it just sounds like I
30:32
don't envy anyone who's gonna have to
30:34
test this but it seems like to
30:36
satisfy everybody in chat who's looking at
30:38
reviews and trying to make a decision
30:40
for themselves plus the normies so to
30:42
speak who are gonna have to like
30:44
understand Well, this card gets 240 at
30:46
this, you know, resolution and settings and
30:48
this card was only getting 90. Like,
30:50
why is there this difference? And they
30:53
just go by numbers. Like, there's going
30:55
to have to be a way to
30:57
synthesize all that for them. And again,
30:59
I'll just say it again, because I
31:01
just keep thinking this over and over
31:03
again. I don't envy anybody who's going
31:05
to have to do this. But do
31:07
you see it differently though? Like, do
31:09
you see a way like a shortcut,
31:11
like a shortcut through a shortcut through
31:13
that? experience on your belt for this?
31:16
I think that's right. I think you
31:18
have to start with, I think you,
31:20
like anything else, you have to kind
31:22
of, you block and tackle the problem,
31:24
right? So you look at, it's all
31:26
built on a base of raster performance,
31:28
so you start with raster performance, and
31:30
then you test retracing performance, and then
31:32
you test. up sampling performance and then
31:34
you trust re-reconstruction performance and then you
31:36
trust frame generation performance and then you
31:38
compare frame generation on one piece of
31:41
hardware with frame generation on another vendors
31:43
piece of hardware and see who has
31:45
the best frame generation performance and pretty
31:47
soon we've done 350 videos and it's
31:49
only January so you know I'm only
31:51
laughing because of the pain because it's
31:53
actually It was it was bad when
31:55
it was only ray tracing and DLS1
31:57
now that there's so much stuff. There's
31:59
I think like Will was saying, it's
32:02
block and tackle, you got to
32:04
start with the foundation and then
32:06
you follow up with additional testing
32:08
from there. I think there will
32:10
still be some masochists who try to
32:13
offer comprehensive everything you want
32:15
in this, you know, review kind
32:17
of video or article, but that
32:19
will kill you. You don't get that long
32:21
to test these things and they take a
32:24
long time to test. So I think we're
32:26
going to start seeing even more of
32:28
like we see a lot of hardware
32:30
inboxed where they're like okay here's the
32:32
base review the next next day okay
32:34
we did these in ray tracing here's
32:36
the ray tracing results after that
32:38
you know we heard of this issue so
32:40
we're going to test this and then after
32:43
that okay now we did 50 games so
32:45
that you can see an even bigger thing
32:47
I think we're going to just start seeing
32:49
more stuff like that because it's just getting
32:52
complicated now. Like I love hardware and box.
32:54
This isn't a dig at them because I
32:56
think they provide an incredibly valuable service.
32:58
Yeah. But I think understanding what the
33:00
benchmarks are saying as as important as
33:03
having a whole buttload of benchmarks at
33:05
this point. And I agree. The DF
33:07
guy said this too. Like I think
33:09
that there I think that we have
33:11
to start talking about qualitative components here
33:13
because there is an experiential
33:15
aspect to this that for example.
33:17
when you're running a frame gen one
33:19
game your steam frame counter and frame
33:22
view are the tool that you use
33:24
to measure generated frames are going to
33:26
report different numbers now and one of
33:28
those is the is the real here's
33:31
what the raster is generating and one
33:33
of them is the raster plus frame
33:35
gen and that's only going to get
33:37
more complicated as frame gen becomes more
33:39
important so it's it's a real like Like
33:42
it's it's it's and it doesn't matter
33:44
if the if you have 240 frames
33:46
a second if the whole thing looks
33:48
like crap Then you might as well
33:50
run at 10 80 p and 60
33:52
hertz and have something that looks nice
33:54
as I look you know, what's Adams
33:56
smooth 40, you know, that's With the
33:59
kids crave. Yeah Yeah. I just really
34:01
hope Michael's off steps up and figures
34:03
out a way to standardize this someday,
34:05
like to make it easier for game
34:07
devs. If you could have more games
34:09
or all of these were available in
34:11
all three technologies available in a game,
34:13
like it'd be a lot easier to
34:15
test. But the Wild West nature of
34:17
these things makes it difficult. That would
34:20
simplify the matrix because then you're just
34:22
comparing against direct X upsampling versus. Sounds
34:24
like to me too though that like
34:26
I think you really touched on this
34:28
will that kind of like experiential reviews
34:30
like movie reviews TV show reviews reviewers
34:32
are going to have to get really
34:34
good about being clear about the things
34:36
they notice and don't notice experientially so
34:38
that even if you don't like this
34:40
is what I learned which is that
34:42
your job as a reviewer is to
34:45
be so clear about how your preferences
34:47
and experiences lie so that even if
34:49
somebody doesn't have your way of literally
34:51
viewing the world. They can use you
34:53
as a consistent like marker for how
34:55
they can predict their response will be.
34:57
Well, and I think we've had the
34:59
luxury of just being able to rely
35:01
on numbers and just presenting them and
35:03
just saying figure it out for yourself
35:05
and not necessarily have ourselves inserted into
35:08
the process. So this is, that sounds
35:10
different to me too. Well, and it's
35:12
a weird difference too, right? Because like
35:14
if you're talking about a film review,
35:16
it's about how did it make you
35:18
feel. There's physiological differences in all of
35:20
our abilities to detect changes in frame
35:22
rate and stutter and color saturation and
35:24
like like everybody's sensory sensorium is different
35:26
than everyone else's and we all live
35:28
on a spectrum where some people at
35:31
the old future days we had an
35:33
editor who could walk in be like
35:35
oh yeah that's under 60 frames a
35:37
second and he was right every time
35:39
right like he was just able to
35:41
see lower lower frame rates consistently. I
35:43
am not spring rate sensitive at all,
35:45
so I have to rely on what
35:47
the machine says. But I do get,
35:49
I'm so jealous of you. But I
35:51
do get, my, my first stoners make
35:54
me crazy. So like average frame rate,
35:56
as long as it's above about 50,
35:58
I'm fine. But if there's, if there's
36:00
frame sags in the, in the middle
36:02
of something that's running really fast, it
36:04
feels like it's running like 10 frames
36:06
a second to me. And, and it's
36:08
just in difference in how our brains
36:10
interpret visual input. And we have to
36:12
account for that and know, we have
36:14
to communicate that, and we have to
36:17
communicate that to communicate that to communicate
36:19
that to communicate that to communicate that
36:21
to communicate that to communicate that to
36:23
communicate that to communicate that to communicate
36:25
that to communicate that to communicate that
36:27
to communicate that to communicate that to
36:29
communicate that to communicate that to communicate
36:31
that to communicate that to communicate that
36:33
to communicate that to communicate that to
36:35
communicate that to communicate that to communicate
36:37
that to communicate that to communicate that
36:39
to communicate that to communicate that to
36:42
communicate that to communicate that to communicate
36:44
that. So and that's that's where frame-gen
36:46
is so good. I actually love frame-gen
36:48
I can't talk about multi-frame-gen yet obviously
36:50
but last original frame-gen like I am
36:52
someone who does feel latency like when
36:54
I'm moving my mouse and everything I
36:56
love how visually clean frame-gen makes things
36:58
look it really it helps with the
37:00
the pacing of it it's great me
37:02
I could feel the difference like Okay,
37:05
this says I'm going 200 frames a
37:07
second, but my mouse only feels like
37:09
it's going 100. So I could feel
37:11
that. And so I'm really curious to
37:13
see what my own hands on testing
37:15
of multi-frame generation finds. Yeah, like, if
37:17
this is, if this gives us a
37:19
world where everything feels like doom 2016,
37:21
then the frames are placed perfectly, I'm
37:23
there for that, right? Yeah. Let's see,
37:25
they talked about reflex two a tiny,
37:28
tiny bit. They didn't have even a
37:30
dedicated section to it, but they did
37:32
have demos of the finals. Apparently it's
37:34
also coming to valorant. They promised a
37:36
75% reduction in latency using reflex two,
37:38
using optical flow and motion vectors and
37:40
the same stuff, but better pipeline it
37:42
seems like on the newer hardware. It's
37:44
a little unclear to me where the
37:46
line is on what supports reflex two
37:48
and what is stuck on reflex one.
37:51
But the MFG, the multi-frame gen stuff
37:53
is not tied to reflex two. It's
37:55
working with reflex one apparently. Okay. And
37:57
then they also talked about ray reconstruction
37:59
a lot, which is interesting in that
38:01
it lets you get more. The basically,
38:03
it's using the tensor cores, the AI
38:05
hardware and the chip to get more
38:07
rays than the ray stuff can do.
38:09
So you get less, like if you
38:11
played, if you played ray tracing games,
38:14
you sometimes get a little bit of
38:16
visual noise that they often will smooth
38:18
out with other older techniques. Like it
38:20
almost looks like dots. And so the
38:22
ray reconstruction helps with that. And
38:24
maybe the noiser is so good. It's
38:26
crazy. Yeah, like. I think about what
38:28
control looked like on a 2080 and
38:30
I think about what a new game
38:33
looks like now and it's just like
38:35
the distance we've come in five years
38:37
is unbelievable. Yeah and back then control
38:39
was gorgeous. I loaded it up. Control
38:41
is gorgeous. I loaded up. I wanted to
38:43
see what it looked like last week when
38:46
I was getting ready to do this and
38:48
I was like yeah control still looks
38:50
really good. That's a good looking
38:52
game. All right. I don't want
38:54
to put to find a point
38:56
a point a point on it.
38:58
So this may be an indicator
39:00
of, sorry. Children, surrounded by children.
39:03
But I mean, okay, so I've
39:05
been doing this now. The
39:07
first video card I reviewed
39:09
for Maximum PC 100 years
39:12
ago was the G Force
39:14
DDR. So when they pulled
39:16
out that slide at the editors
39:19
day that's like, hey, here's
39:21
our first shader model with
39:23
the G Force 3. It's
39:25
like, oh, crap. Yeah, so, but like
39:27
in the, I guess what I'm thinking
39:29
about is in the ray tracing
39:32
era, we've gone from something that
39:34
was extremely rudimentary and could do
39:36
some nice looking reflections and like
39:39
a little bit of shading to
39:41
Indiana Jones running at with a
39:43
fully ray traced lighting model
39:45
in complicated indoor and outdoor
39:48
environments with multi light sources
39:50
with torches that you can
39:53
throw through the environment and
39:55
and like. Things that seemed like
39:57
magic five years ago like Hey,
40:00
the character's coat is shading the
40:02
area inside their, inside their jacket
40:04
when the light sources trigger is
40:07
just like, it's just table stakes
40:09
now, which is insane. Yes, it
40:11
is. It's insane. You've made me
40:13
wanna play Indiana Jones on my
40:16
PC. You should play it like,
40:18
I'm gonna go and tell you.
40:20
I know, like, Indiana Jones is
40:22
a little bit fraught as a
40:25
franchise for a whole lot of
40:27
reasons we don't need to get
40:29
into. This game, if you like
40:31
graphic stuff, is unbelievable and is
40:34
unlike anything I've seen out of.
40:36
The Star Wars game is interesting
40:38
and has a lot of similar
40:41
stuff going on, the massive Star
40:43
Wars game, but the game is
40:45
I think less good. The Indiana
40:47
Jones game is a real nice
40:50
combination of, yo, the graphics are
40:52
nuts and the game is really,
40:54
really good. So. Just to see
40:56
where everybody in a chat is
40:59
like sitting with like how they
41:01
feel about all this AI and
41:03
frame gen and the new stuff
41:06
like surrounding the traditional Raster performance
41:08
for Blackwell. What's the question? Is
41:10
it like, is it about, is
41:12
it, do we care about frames
41:15
being AI generated or Raster or?
41:17
Like where do we fall? Is
41:19
there a spectrum there? Is it
41:21
like our AI generated frames real
41:24
fake? Don't care as long as
41:26
it looks good. I don't know.
41:28
Yeah, something like that. What do
41:31
you think about all this DLS
41:33
and AI generative frames? I'm in,
41:35
I'm out. Don't care. Yeah, sounds
41:37
good. Alex, you got that? You
41:40
don't mind doing the... Okay. Okay.
41:42
We've got our top men on
41:44
it. Just while we're shifting gears
41:46
and gears there. Everyone go
41:48
watch gamers nexus 59 years found an edition tear-down video that they
41:51
did actually at CES with Invideo thermal engineer. It's freaking amazing. It's
41:53
great. It'll tell you everything you need to know about that
41:55
Like we were recommended it back
41:57
and forth reference it several times
41:59
in our own full nerd chat
42:01
at work. So go watch it
42:03
I learned stuff about vapor chambers.
42:05
I didn't understand before and like
42:07
they immediately answered my question about
42:09
how Oriented if orientation matters with
42:11
the wicking and all that stuff.
42:13
It's it's a super good super
42:15
good videos Steve Steve as always
42:18
knocked it out the park Can
42:21
we talk about the stuff from the
42:23
so they and editors days They also always
42:25
show some stuff that's not going to
42:27
ship in any games for a kind of
42:29
a long time Or will be in
42:31
limited games, but that is indicative of what's
42:33
coming in the future and a lot
42:36
of that was AI assists for things that
42:38
have not Not existed in the past,
42:40
right? Yeah, so like the neural shader thing
42:42
that they talked about which is basically So
42:45
what's the way to say this when you
42:47
when you build a material when you build
42:49
a game and you put a surface on
42:51
something You build in like unreal or unity
42:54
or whatever your game engine is you build
42:56
a material for it that material indicates like
42:58
everything from like the color and the and
43:00
the texture that what you think of as
43:02
a typical texture to like the The the
43:04
way the surface works like then the nobleness
43:06
of the surface. That's a normal map They
43:08
do how shiny it is which is specular
43:10
stuff they can convey even like all the
43:13
way down to like the sounds that it
43:15
makes when it's impacted by a bullet or
43:17
a foot or something like that and a
43:19
lot of those are shaders so that's so
43:21
like a lot of like the normal maps
43:23
and the The surface textures and things like
43:25
that are controlled by these little programs that
43:27
run on the GPUs called shaders and Typically,
43:31
it's fairly computationally expensive, right?
43:33
It's it takes a lot
43:35
of RAM because all these
43:37
little programs run in Jeep
43:39
in GPU memory so they
43:41
showed this neural shader thing
43:43
which is basically condenses a
43:45
big chunk of a material
43:47
of the materials that you
43:49
use into one calculation that
43:51
runs on the tensor cores
43:53
on the GPU and Also
43:55
increases image quality because you're
43:57
able to do more you're
43:59
implying more math from the
44:01
neural shader than you are
44:03
it's kind of it was
44:05
a little bit over my head. Complicated. Yeah,
44:07
but it solves both the, hey, we don't have memory
44:09
on GPUs and dedicated V RAM and it makes the
44:11
math, moves the math under a different part of the
44:13
GPU that typically shaders run, which frees you up to
44:15
do other things with the same units. And the thing
44:17
that I didn't get from their talk
44:19
but that I heard through scutel
44:21
butt is that Intel, AMD Qualcomm,
44:24
Qualcomm and Microsoft are all on
44:26
board to make this part of
44:29
a broader standard. and live outside
44:31
of like the RTX plug-in pipeline.
44:33
They have I think Vulcan extensions
44:36
coming for cross-platform games and for
44:38
stuff like Doom and you know
44:40
Ed Tech and all that. But
44:42
also the the the other three hardware
44:45
vendors being on board to
44:47
build this out is very
44:49
exciting to me. Yeah that was the
44:51
one question I had watching this
44:53
like I was watching it at
44:56
the keynote. I was in the
44:58
chat. I was like, this sounds super awesome.
45:00
The question is, will people actually use
45:02
it? Because in video has a rich
45:04
history of announcing super awesome new sounding
45:07
stuff like RTX storage or whatever, came
45:09
out with the 20 series. And then
45:11
just nobody ever uses it. And so
45:13
my concern is this sounds like it could
45:16
be awesome, but with AMD control
45:18
in the consoles and the handhelds,
45:20
like how many people are actually going
45:22
to use this? But then a couple
45:24
days ago Microsoft. put out a direct
45:26
X blog saying they're working on neural
45:28
rendering shading and is yeah it seems
45:31
like it's going to be an industry initiative
45:33
like you just said that that gives me
45:35
more hope for it. When I first saw
45:37
it I was deeply skeptical of developers actually
45:39
adopting it. So that's one that the
45:41
character artist and some of the technical
45:44
artists that I follow were like oh
45:46
this is really cool if this if
45:48
we get broad support for this this
45:50
will be amazing. This will let me
45:53
build something in the tools that I
45:55
know how to do and then essentially
45:57
It's not compression exactly, but like computationally.
46:00
Because the other thing that's important to
46:02
mention is the neural shaders, I think,
46:04
no, no, it's the textures that are
46:06
deterministic. Anyway, so yeah, the technical artists
46:08
were excited about that one. Like I
46:10
often buffer a lot of these announcements
46:12
through the real nerds that I know
46:14
that work in these spaces and whether
46:16
they're excited about it or not, because
46:18
they're the ones that are on the
46:20
front lines of whether this stuff is
46:23
gonna be used. Neural textures were another
46:25
one that was I thought was really
46:27
interesting and is actually. seems likely to
46:29
actually ship. This was just another, you
46:31
know, texture compression has been around for
46:33
a really long time. Consoles do it,
46:35
hardware has done it for years and
46:37
years. What they were promising with neural
46:39
textures is a seven to one further
46:41
compression over what you get with like
46:43
block compression using the AI algorithms to
46:46
expand and contract. That's deterministic, which means
46:48
it works the same every time. A
46:50
lot of AI stuff is non-deterministic, which
46:52
is not great for stuff like compression
46:54
because you want it to look the
46:56
same every time every time. And it
46:58
doesn't require decompression into memory. So like
47:00
typical texture compression, at least in the
47:02
old days, you'd store the textures compressed
47:04
on like, say, a DVD ROM that
47:06
was going into a PlayStation 2, and
47:09
then you decompress them into memory off
47:11
of that disk, and it would still
47:13
take the same amount of memory that
47:15
was an uncompressed texture in system ramp,
47:17
which is not gonna solve our, hey,
47:19
we don't have memory on video cards
47:21
problems. So this seems good, this seems
47:23
like something that will actually ship at
47:25
some point in the future. like have
47:27
some sort of neural compression in future
47:29
versions of direct X and maybe X
47:32
boxes. So that seems good. I like
47:34
that. I like, assuming they do get
47:36
picked up by the industry, I think
47:38
those are both good forward looking steps
47:40
for the industry that didn't get a
47:42
lot of attention. So I'm glad you
47:44
brought this up. The mega geometry one
47:46
is the last one. I mean, we
47:48
can talk about neural faces. I think
47:50
that one will, we can hit both
47:52
of them real quick. The mega geometry
47:55
one is like just. insane numbers of
47:57
triangles. Like just a lot a lot
47:59
of triangles. that they pitched as, hey,
48:01
this is the way we think rendering
48:03
is going to work in the future
48:05
for ray tracing and letting you do
48:07
ray tracing on for things that specifically
48:09
for things that move in the environment.
48:11
So typically, like in a ray traced
48:13
game, you don't have too many characters
48:15
on the screen at one time. You
48:17
don't have giant characters with billions of
48:20
triangles because the tessellation and the ray
48:22
tracing are kind of. The LODs are
48:24
kind of inherently incompatible with the way
48:26
rate tracing works because every time you
48:28
switch out of, LOD is when you
48:30
have a lower resolution of version of
48:32
something in the distance, it gets higher
48:34
resolution the closer you get to it.
48:36
And each time you kick it out,
48:38
you have to reset the pipeline and
48:40
you throw out a bunch of work
48:43
and that takes a whole bunch of
48:45
clock cycles and it's really inefficient and
48:47
it causes things like microstutter. This is
48:49
a way to keep all of the
48:51
geometry in. memory loaded at one time
48:53
without having to tessellate or without having
48:55
to LOD out so that you don't
48:57
have to throw out those ray tracing
48:59
calculations as you get closer and further
49:01
away and you need higher and lower
49:03
levels of detail, which seems really good.
49:06
It does. I found it interesting that
49:08
it tied into I believe Alan Wake
49:10
2 was the only game they talked
49:12
about for that section. Yeah. So I'm
49:14
curious to see Alan Wake 2 is
49:16
pretty much the only game I could
49:18
think of that uses an immediate feature
49:20
called. which lets you cram tons of
49:22
stuff on the screen at once. Basically
49:24
the non-ray traced version of what you
49:26
said. So I'm just curious to see
49:29
if this feature gets adoption pick up
49:31
or if it requires using those mess
49:33
shaders and is that something we're gonna
49:35
see more of in the future. And
49:37
the way a lot of this stuff
49:39
that rolls out is often it'll roll
49:41
out with a partner, an invidia partner
49:43
title first like Alan Wake or Indiana
49:45
Jones or whatever. as an RTX feature
49:47
for in-video user, for in-video graphics card
49:49
owners. And then everybody gets together and
49:52
they all talk and everybody talks to
49:54
Microsoft and then you see some version
49:56
of this that comes in as an
49:58
API for the next version of direct.
50:00
and then the other vendors tie into
50:02
that and eventually it's in the Xbox
50:04
is the kind of circle of life
50:06
for this stuff. I hope it's true for
50:08
this one because again I think this
50:11
sounds awesome. I think the mega geometry
50:13
patch for Allen Wake is supposed to
50:15
come out shortly either with release or
50:18
shortly after I don't know. And then
50:20
the neural faces is the one. So
50:22
in these announcements, there's usually like a
50:24
few that seem like they're really good
50:26
and they're going to ship and we'll
50:28
see them in games in like three
50:30
years. And then there's one that just
50:32
seems like complete hooey. And the neural faces
50:34
one was that one for me. Yeah, it doesn't
50:36
feel the same. Yeah, it's basically they
50:39
were, it looked like they were generating
50:41
player faces that were generated by character
50:43
artists and using them as a seed.
50:45
generating new faces with a generation a
50:47
generative AI model and then deep-faking that
50:50
face back onto the model in the
50:52
game so you had a face that
50:54
looked like a real face but it
50:56
was not it was it looked bad
50:58
the the demo that they showed at
51:00
the keynote look bad I haven't seen
51:03
it obviously running in real life
51:05
yeah I'd unen impressed question I
51:07
feel like the invidious teachers hmm
51:09
what's in that box right there we'll
51:11
have to say we'll go get there okay
51:14
I didn't know if we were getting there
51:16
or not. Yeah, no, I'm not going to
51:18
forget about the box. The box is
51:20
here. Just check. It's just sitting
51:22
here. For audio listeners, we have
51:24
a brown cardboard box just sitting
51:27
quietly next to Will, and we
51:29
have gotten at least one nudge
51:31
in chat from one Adam Patrick
51:33
Murray asking what's in that box,
51:36
Will? Look, it's not Gwyneth Paltrow's
51:38
head. It's boiler, I guess. To
51:40
me, the part where in video
51:42
features haven't been as exciting to
51:44
me, have been when they've leaned
51:46
heavily on generative AI, like that.
51:48
Like I love all of this other
51:50
stuff that we've talked about today,
51:52
but for me, the neural faces
51:54
or whatever they called it, also
51:56
fell flat. For me, like, I like the
51:59
flexibility. of, I forget the name,
52:01
the AI characters where they can talk
52:03
to you with generative AI and game,
52:05
Ace, Ace, Ace. I've actually played with
52:07
that. It worked better than I thought
52:10
it would when I played with it
52:12
last CES, but it still feels like
52:14
there's just a slight delay as it
52:16
thinks itself out and starts answering you
52:18
and stuff. And to me, I can
52:21
understand why invidious pushing so hard on
52:23
these things, but when they're turning to
52:25
generative AI rather than these other behind
52:27
the scenes AI uses, I think is
52:29
where like like like. some of the
52:31
magic starts to fall away from me.
52:34
That's exactly it for me is like
52:36
generative AI to make texture sizes seven
52:38
times smaller. That sounds fantastic. Generative AI
52:40
to make to upscale a 1080P render
52:42
to 4k and make it look as
52:44
good as a 4k render would at
52:47
a tenth of the frame rate or
52:49
10 times the frame rate. That sounds
52:51
great. I love that. Is that all
52:53
day? Yeah. Generative AI to have like
52:55
the problem every time I've done that
52:58
ace demo. It just becomes me wanting
53:00
to break the AI, which is not
53:02
a fun game. I mean, it's a
53:04
fun game for a little bit, but
53:06
then it's not fun pretty quickly after.
53:08
So anyway. You want to talk about
53:11
unboxing? You want to unbox? We have
53:13
a box here. We can unbox the
53:15
box. What's in the box? What's in
53:17
the box? Unbox the box. I wanted
53:19
to shout out in video because they
53:22
did a really nice job with packaging.
53:24
This is a 4090 box. It's mighty
53:26
and big. Wow, I can't believe you
53:28
actually had it just ready to go
53:30
for show and tell just to emphasize
53:32
this point. Yeah, it's big, it's huge,
53:35
there's a bunch of dead space which
53:37
I guess is good for shock. shock
53:39
protecting the board. And in fairness, I
53:41
thought that this was made with plastic
53:43
foam around the inside edges. It's actually
53:45
like corrugated cardboard around the edges patting
53:48
it out. So it's probably you can
53:50
just chuck it in the recycling bin,
53:52
which is which is important these days.
53:54
No, there's foam in there when I
53:56
at least some of them when I
53:59
had to empty out my house. after
54:01
it burned down last time. I had
54:03
a bunch of these boxes in my
54:05
basement that got soaked, so I had
54:07
to throw them away. And I could
54:09
only fit two of those boxes per
54:12
trash bag because they were tons of
54:14
foam and they're huge. Ooh. Okay, so
54:16
this one's cardboard. You open it up.
54:18
Here I mean, it doesn't angle automatically
54:20
like the 49. Which was the real
54:22
defining feature. But you lift it up
54:25
and then these sides kind of slide
54:27
out. And you lift
54:29
out the dog bone, which is contained
54:31
contains a 50-90 inside, oh, it's really
54:34
heavy. It looks like a milkbone, it
54:36
does. It's like a 12-pound box. And
54:38
then it's held together by just little
54:40
flips, you flips, which is pretty good.
54:42
Hold on, this one stuck mine. The
54:45
one I had didn't stick like this.
54:47
Is that just like layers of cardboard?
54:49
It is, it looks like layers of
54:51
cardboard to me. A corgated cardboard, yeah.
54:54
Interesting. That's hugely better for the environment.
54:56
I like, I like that change a
54:58
lot. Yeah, I thought the 40 series
55:00
were real flashy, but wasteful. Yeah, it
55:03
felt the 40 series, I mean, you
55:05
were buying a ridiculously expensive video card,
55:07
then you felt like you were also
55:09
kicking the environment as you were unboxing
55:12
it, so. I mean, you're already still
55:14
kicking the environment by using the card,
55:16
but you know. And then the lid
55:18
just kind of comes off, and there's
55:21
a 1590 inside. We move the. The
55:24
other box it's a it's a
55:26
they did a nice job on
55:28
packaging So we can talk about
55:30
on boxing I was surprised My
55:32
12 volt high power was a
55:34
450 watt one so I had
55:36
to go find a 600 watt
55:38
one to plug in I didn't
55:40
realize that they were different 12
55:42
volt high powers I didn't either
55:44
I want to shout out They
55:46
have a good the the the
55:48
octopus adapter for the 12 volt
55:50
high power to the four PCI
55:52
express powers. It's, you probably not
55:54
going to see it on the
55:56
video here, but it's got. like
55:58
a woven braided braided thing. So
56:00
it's nice and floppy. And then
56:02
where it comes out of the
56:04
top is in a good spot
56:06
to not put stress on the
56:08
on the connectors even with the
56:10
way of the four PCIE connectors.
56:12
I was very excited to see
56:14
them move to the braided cables.
56:17
I actually don't like those adapters.
56:19
They have to ship them. I
56:21
understand why they ship them. Most
56:23
people don't have a 12 volt
56:25
power power supply. But the last
56:27
two generations. Not only were the
56:29
cord short, but they were like
56:31
inflexible. So they looked ugly as
56:33
heck if you had a clear
56:35
panel on your case, which 95%
56:37
of people who listen to full
56:39
nerd probably do. And I hated
56:41
them. They were con in every
56:43
single one of my reviews. That
56:45
one not only is braided so
56:47
you could bend it more. It
56:49
looks a little bit longer too.
56:51
So if that's the case, I'm
56:53
excited about it. Yeah, they're pretty
56:55
long. They're like six inches, it
56:57
looks like. And also the connector
56:59
is trunkier. Like it's it's not
57:01
it's got more stress relief coming
57:03
out of the connector which I
57:05
which I appreciate. I think I
57:07
think with this one like you
57:09
might have had an 850 watt
57:11
power supply before that wouldn't have
57:13
12 12 volt power I don't
57:15
I think this is the minimum
57:17
is a thousand watts now and
57:19
I bet that people are going
57:21
to be doing some power supply
57:23
upgrades if they're going to a
57:25
50-90. If you're buying a $2,000
57:27
graphics card yeah. Pony. The biggest
57:29
problem I had installing this thing
57:31
the real problem is that we
57:33
can't talk about plugging stuff in
57:35
any more performance or anything like
57:37
that I'm just gonna say going
57:40
from a three slot card to
57:42
a two slot card I had
57:44
to go find the little thing
57:46
the adapt the slot cover because
57:48
I haven't had a slot cover
57:50
in my third GPU slot in
57:52
like probably since a 2080. Yeah,
57:54
it's been forever. Yeah, so I
57:56
was like, well, where's the slot
57:58
cover, man? I was like. Okay
58:00
I had to reverse look I went
58:02
on a journey I dug I went I
58:04
went through three different motherboard boxes
58:06
I had to go back in
58:08
time I had to like I
58:11
had to Colombo it I was
58:13
sitting there with a lollipop and
58:15
I was like okay what would
58:17
I have been doing in 2020 when
58:19
I got a 3080 TI and and
58:21
I went back in time and I
58:23
was like boom here it is I
58:25
got a I got a slot cover so
58:27
I found one. Very financially privileged thing
58:29
or I'm like, you know what they they
58:32
sell generic slot covers I'm just gonna buy
58:34
a set and I'm just gonna put that
58:36
on there I won't see that it doesn't
58:38
match. I want to have the same cuts in
58:41
the in the in the breathing holes Sometimes
58:43
sometimes Colombo and it just
58:45
takes a lot of brain energy like it's
58:47
got to be right. You can't you can't
58:49
half-ass. Ooh Adam ouch You started this, this
58:51
is on you, I'm calling HR. No, no.
58:53
This is a hostile work environment. No,
58:55
it was Adam said in chat, he
58:57
knows, wow, Columbo, he's old. I'm a
59:00
big fan of the Roflowe Columbo
59:02
movement to get Mark Ruflowe to
59:04
reboot Columbo, because he would be
59:06
perfect for that. He would be a great, he
59:08
would be a great choice for that. Yeah, he's
59:10
got the right, the right vibes and right
59:13
energy for that. So how so do we want
59:15
to talk about how we're like how we
59:17
hit the testing stuff? Do you think we
59:19
got enough? Do you have more thoughts on
59:21
that? Because I had a note at the
59:23
end to come back to testing and how
59:25
how you I want to talk about it
59:27
earlier. Okay, I talked about it. We do
59:29
have we don't have we didn't close the
59:31
poll yet, but after just 16 minutes, we
59:33
already have a hundred and fifty votes. That's
59:36
a lot of votes. Do we want to even
59:38
just look at it now? Yeah, okay. So I
59:40
don't know if this will be
59:42
exactly final, but the question is
59:44
are AI frames something you want
59:46
to use in your games? And
59:49
we have yes at 35-ish percent.
59:51
I just saw it go up
59:53
36 and go back down literally
59:55
in the second that took me
59:57
to read this. No, at 49
59:59
percent. and heck no at 16% I
1:00:01
wow wow it's not what I was
1:00:04
expecting people people hate the I was
1:00:06
expecting a hey yeah if they look
1:00:08
fine I'll totally turn them on but
1:00:10
I I actually wonder so you know
1:00:13
our audience is obviously full of people
1:00:15
who are very passionate about Harvard performance
1:00:17
and like really like to know you
1:00:19
know how the you know how it
1:00:21
goes when you put the pedal to
1:00:24
the metal kind of thing, right? But
1:00:26
I would be super curious if we
1:00:28
were to pull people who just kind
1:00:30
of buy a graphics card the way
1:00:33
that they just like buy a toaster
1:00:35
because they just wanted to do the
1:00:37
thing, like what their responses would look
1:00:39
like. Because I have a feeling that
1:00:41
it would be a different breakdown, but
1:00:44
I don't know without the actual data.
1:00:46
I like we should just go to
1:00:48
Best Buy on 5090 Log Day. You're
1:00:50
just standing there with clipboards. Would you
1:00:53
like to do a survey? Yeah. No,
1:00:55
no. I just want to ask you
1:00:57
about fake. We're not selling anything. No
1:00:59
political. Mostly. Except on the credit. Yeah.
1:01:01
Many people are missing out. I love
1:01:04
fake frames. Feel frame Jen is good.
1:01:06
In some cases it's not. Give it
1:01:08
to try. Turn off your frame counters.
1:01:10
Give it to try. See how it
1:01:13
feels. See how it feels. See how
1:01:15
it feels. See how it feels. Just
1:01:17
my plea. Just my plea. Just my
1:01:19
plea. Just my plea. Just my plea.
1:01:21
in multiplayer, like single player, I'm 100%
1:01:24
fake frames, multiplayer, a little less so,
1:01:26
I'm gonna say. I never touch it
1:01:28
in multiplayer, I would never touch it
1:01:30
in multiplayer. I do touch reflex every
1:01:32
time I can. Reflex is actually my
1:01:35
favorite in video technology. Yeah, and video,
1:01:37
reflex is the one thing I go
1:01:39
in, it's become the thing that I
1:01:41
go in and turn on in pretty
1:01:44
much every game. Yeah. I often, this,
1:01:46
the fake frames thing seems like, hey,
1:01:48
I haven't tried this yet. I haven't
1:01:50
been exposed to it in its reality
1:01:52
situation a lot of the time. So
1:01:55
anyway, wow, we just got 21 more
1:01:57
votes. People are like in the last
1:01:59
three minutes, you had 21 more votes.
1:02:01
It actually dropped to 34% for yes.
1:02:04
Oh, it's now 50% for no and
1:02:06
16% for heck no. So we have
1:02:08
a lot of skeptics among us. Voting
1:02:10
matters. Right now. Yeah. So I guess
1:02:12
that's, let's put a bow on the,
1:02:15
on the in-video editors day stuff. It
1:02:17
was, there's a lot more stuff there.
1:02:19
They talked about a ton. There was
1:02:21
a bunch of AI stuff that is.
1:02:24
I don't know. I watched the presentations
1:02:26
and read the white papers and I
1:02:28
was like, yeah, I don't know about
1:02:30
some of this stuff. A couple things
1:02:32
seemed interesting. We just spoke about all
1:02:35
this stuff. I agree it's about time
1:02:37
to move on, but if you, because
1:02:39
we were, like we are the full
1:02:41
nerd, if you want to learn more
1:02:43
about this stuff, like invidia does a
1:02:46
great job at putting those white papers
1:02:48
up on this website. Like I think
1:02:50
a lot of them are already active
1:02:52
on the website before these launch. So
1:02:55
if you want to go dig deep
1:02:57
into the stuff, go read the white
1:02:59
papers and then you might learn something.
1:03:01
There's a lot of good interviews. The
1:03:03
interview, the digital foundry interview with the
1:03:06
AI, with their AI expert, is really,
1:03:08
I learned a ton. Steve's breakdown of
1:03:10
the cooling of the cooler on the
1:03:12
50-90 is fantastic. Highly recommended all around.
1:03:15
Should we talk about B570 reviews? Intels?
1:03:17
We should. I may not be able
1:03:19
to stay for the whole of it
1:03:21
because unfortunately I have to pop off
1:03:23
light around 1230. Okay. But we should
1:03:26
go. So what's the story on B570
1:03:28
reviews? Pretty good? Or we didn't, we
1:03:30
don't, I think we missed the embargo
1:03:32
on this just because we had competing
1:03:35
things coming in and only limited time.
1:03:37
We had things too. But you're supposed
1:03:39
to start the year off light? It's
1:03:41
been a very hectic start to the
1:03:43
sheet. Yes. But yes, sorry until we
1:03:46
did miss it. Arts Technica, I read
1:03:48
the Arts Technical Review and they, they're,
1:03:50
their deck kind of gives the whole,
1:03:52
or the headline gives the whole thing
1:03:55
away. They said, hey, $ 219, it's
1:03:57
the cheapest good graphics card competitive with
1:03:59
a 4060. with 10 gigs a RAM.
1:04:01
That seems pretty good. Yeah,
1:04:03
yeah, that's pretty much, it's
1:04:05
exactly what I expected
1:04:07
it to be. Like, you know, it's like
1:04:10
80% of the B580, or you know,
1:04:12
something like that. It chops off a
1:04:14
block, so it has, you know, fewer
1:04:16
cores, it has two gigabytes, fewer
1:04:19
gigs, so 10 gigs. And it
1:04:21
performs about what you expect.
1:04:23
If you're in a super tight
1:04:25
budget, like to me, that's
1:04:27
a more compelling option than.
1:04:30
you know some of the ones that have
1:04:32
been around for a while like a 7600
1:04:35
or a 6600 also was a big budget
1:04:37
card for a while I'd rather get this
1:04:39
than that but really if you can
1:04:41
save an extra week and save up for
1:04:43
B 580 that's the way I would go
1:04:45
but if you can't get a B 580
1:04:47
because they're sold out everywhere this looks like
1:04:50
a good budget option I just would try
1:04:52
not to pay more than $220 $230 max
1:04:54
What's the, did you get any
1:04:56
more insight into what's going on with
1:04:59
the, it seemed like there were performance
1:05:01
problems with machines that maybe didn't have
1:05:03
resized bar support or people hadn't turned
1:05:06
that on? That has always been the case
1:05:08
even with the first gen art cards. It
1:05:10
still is now, I can say less egregious
1:05:12
now, pretty much any computer sold this
1:05:14
decade has resizable bar and even
1:05:16
back even further were former updates.
1:05:18
Is it issue with the first
1:05:21
gen cards not with this one?
1:05:23
The bigger issue going around now
1:05:25
is that apparently Intel's driver
1:05:27
has a lot of overhead. So if
1:05:29
you have a slower CPU, an
1:05:31
older slower CPU, so if
1:05:33
you have like an old rise
1:05:35
in 2,600 or 3,600 system,
1:05:38
and you play CPU heavy
1:05:40
games in particular. But
1:05:42
factorial, some open world
1:05:44
games at CPU heavier
1:05:46
you would think to. They can
1:05:48
have. much less performance than you
1:05:51
would see with a modern faster
1:05:53
chip. So if you're building a
1:05:55
new system, I would think you'd
1:05:57
be fine unless you're up in
1:05:59
493. But if you're looking to
1:06:01
upgrade an older system, even though
1:06:03
the B570 and B580 look great
1:06:05
in the vacuum, if you have
1:06:08
one of those older Rison5 chips,
1:06:10
Intel Corei 5 chips from the
1:06:12
same era, you probably want to
1:06:14
look to Radiana and Vidia instead.
1:06:16
Okay. That sounds good. That's what
1:06:18
you want to hear. It's a
1:06:20
little weird to me that there's
1:06:22
a pricing that the price on
1:06:24
this is so close to the
1:06:26
founders edition or the Intel edition
1:06:28
B580. Because it's like a $30
1:06:31
difference. But also those cards, I
1:06:33
guess, are going to be hard
1:06:35
to get, come by. So. They're
1:06:37
all sold out right now. The
1:06:39
ones that you can buy are
1:06:41
from Gunnier, Gunner. And they're shipping
1:06:43
from China and they're like 350
1:06:45
bucks at which point don't buy
1:06:47
those. So B580 is out of
1:06:49
stock. You could still, I found
1:06:51
one B 570 card. But yeah.
1:06:54
This Ray and D has done
1:06:56
this for a while as a
1:06:58
way to get rid of bin
1:07:00
dies. Like they've often done like
1:07:02
the 7700xT is came out shortly
1:07:04
after the 7800xT for like $50
1:07:06
less for example and it's just
1:07:08
a way to kind of upsell
1:07:10
but also get rid of the
1:07:12
old dies. Okay. Defected dies. Yeah.
1:07:15
Yeah. Like better than throwing them
1:07:17
out. Yeah. But it's a good
1:07:19
card. B580, 30 bucks more if
1:07:21
you can find one, probably a
1:07:23
better investment, but it's great to
1:07:25
see a budget option like this
1:07:27
for gamers. Ten 80P, right, is
1:07:29
where your sweet spot is here
1:07:31
probably. I read a bunch of
1:07:33
reviews and then I read a
1:07:35
meta review that contextualizes them all.
1:07:38
And just like the B580, the
1:07:40
B570 gets better at higher resolutions,
1:07:42
for whatever reason it's architecture and
1:07:44
its memory. configuration just is better
1:07:46
when you have rate tracing and
1:07:48
1440 P. But if you're going
1:07:50
to be playing at 1440 P
1:07:52
I would I would definitely try
1:07:54
to save up for a B
1:07:56
580. That extra performance is worth
1:07:58
it. sense. Do you want to
1:08:01
take a couple of cues and
1:08:03
turn them into A's before we
1:08:05
have to sign off? Elena, do
1:08:07
you have anything to add on
1:08:09
the B570? I'm sorry. No, I
1:08:11
mean, it seems pretty straightforward, which,
1:08:13
I mean, in a good way,
1:08:15
which is nice, right? We were
1:08:17
just saying at the big game
1:08:19
of the show that we're like,
1:08:22
we like things that seem uncomplicated.
1:08:24
So I guess if you have
1:08:26
a question. for us here at
1:08:28
the full nerd. You can post
1:08:30
it in the YouTube channel or
1:08:32
you can go into the discord
1:08:34
where the link is below in
1:08:36
the description for our YouTube channel
1:08:38
and there's a full nerd questions
1:08:40
channel in there that you can
1:08:42
post questions in and we will
1:08:45
turn them into answers for you.
1:08:47
Our first question is from Ivan
1:08:49
R over in Discord and he
1:08:51
says, hey this is for Brad,
1:08:53
can MFG multi-frame gen DLSS4 make
1:08:55
G-force now better? That
1:08:59
is a really interesting question. That is
1:09:02
a really interesting question. I think it
1:09:04
would depend on one if they upgrade
1:09:06
the server hardware to 50 series. Currently,
1:09:08
actually, we just wrote about it today.
1:09:11
G force now is unavailable in a
1:09:13
lot of places. Like you can't open
1:09:15
a free account. You can't open a
1:09:17
six month account unless you want ultimate
1:09:20
addition. So they might be updating their
1:09:22
infrastructure right now. I forget this DLS
1:09:24
work on. DLS3, does that work on
1:09:26
the ultimate edition? If DLS3 works on
1:09:29
G4S now, I have no doubt that
1:09:31
multi-frame generation would work in the same
1:09:33
way. I'm just not sure off the
1:09:35
top of my head if that supports
1:09:38
DLS3. Yeah, that, well, and the way
1:09:40
the frame gen stuff works, you have
1:09:42
to have, like, you have to be
1:09:45
able to talk to the monitor. So
1:09:47
I don't know if the G4S now
1:09:49
stuff talks to the monitor. It does.
1:09:51
Okay. Yeah, they do in some way.
1:09:54
I forget the hairy details, but they
1:09:56
do. They adapt to the monitor. Okay,
1:09:58
that's interesting. Well, there you go. But
1:10:00
I'd assume it'll take a while to
1:10:03
roll out because they're going to move
1:10:05
those. I think my understanding is the
1:10:07
way the G4 Now stuff works is
1:10:09
you get, they get, it's basically it
1:10:12
runs in the slack on their cloud
1:10:14
compute platform. So when they're not selling
1:10:16
cloud compute to somebody who wants to
1:10:18
do massive AI training or whatever, then
1:10:21
you're playing your games on the spare
1:10:23
cycles that are left over. So it
1:10:25
may not be that the G4s now
1:10:27
load is so high. It may also
1:10:30
be that the the the compute load
1:10:32
is so high that they don't have
1:10:34
extra slack right now, right? Yep, that
1:10:37
would make sense. I just looked and
1:10:39
G4s now does support DLS3. So I
1:10:41
would expect assuming they switch over the
1:10:43
hardware that DLS4 would also be supported.
1:10:46
Here's one from fly. Oh, go ahead.
1:10:48
Oh, is the next one about frame
1:10:50
generation because I saw a good one
1:10:52
in chat. Okay, so this is from
1:10:55
Jesse Vivano. How would frame generation help
1:10:57
at all in fighting games? Real frames
1:10:59
have to be delayed to fit the
1:11:01
AI frame somewhere. I don't think you're
1:11:04
gonna see a frame generation in fighting
1:11:06
games because of the way frame pacing
1:11:08
works in fighting games. Oh, the frame,
1:11:10
the frame basin is so important. Nobody
1:11:13
would ever use that competitively. Yeah. Well,
1:11:15
and I mean, it's because they're usually
1:11:17
locked at 60 frames per second so
1:11:20
that you so that people who see
1:11:22
the frames can time their moves and
1:11:24
stuff like that. So yeah, it makes
1:11:26
such a difference when you're doing combos
1:11:29
and stuff like that infamous Justin Wong,
1:11:31
I believe his name was the the
1:11:33
Chen Lee where he blocked the Chen
1:11:35
Lee's kicks that moment. Like there's no
1:11:38
way you could do that if you
1:11:40
had three AI frames between every one
1:11:42
of those frames. Yeah, I mean, but.
1:11:44
I mean, look, we all know that
1:11:47
people are really fighting games are just
1:11:49
button-mashing. So, you know, it's, uh... Wow,
1:11:51
wow, we get spicy in this, the
1:11:53
Q&A section. I'm kidding. I used to,
1:11:56
I used to mop up betting on
1:11:58
our... games back in the day at
1:12:00
the mall. That's how old I am.
1:12:02
Look, I was never allowed to go into
1:12:05
the mall where the into the arcade where
1:12:07
the betting happened. That was at the bowling
1:12:09
alley. The one in the mall was the
1:12:11
was the was the family one. The name
1:12:13
of the gold mine because they knew what
1:12:16
was up. Yeah, it's interesting because
1:12:18
that's the one place that the AI
1:12:20
frame gen stuff isn't going to land
1:12:22
because those like those games were just
1:12:24
built to run it at a locked
1:12:26
lock frame rate. Yeah, like it totally
1:12:28
makes sense. If you wanted to do
1:12:30
it and didn't care competitively turning it
1:12:32
on in a shooter, I guess you
1:12:34
could if you were just maybe not
1:12:36
a competitive shooter. But yeah, it
1:12:39
makes no sense for fighting games. The
1:12:41
competitive scene is what makes or
1:12:43
breaks fighting games. I just don't see
1:12:45
them adding that. Creativity
1:12:48
404 asks, Invidia advertises up to
1:12:50
three media encoders on the 50
1:12:53
series. On the 40 series, only
1:12:55
4070 TI and up had double
1:12:57
encoders. Did invidia give any more
1:13:00
info on which tier will be
1:13:02
enjoying this triple encoder? I
1:13:05
don't actually think I saw a breakdown
1:13:07
on which one gets what. I think
1:13:09
I read somewhere. It's expected just
1:13:11
on the 50-90, but don't
1:13:14
quote me. It would make sense for them
1:13:16
to put that in the 50-90. I was
1:13:18
kind of curious. What do you think people
1:13:20
are going to use triple encoders
1:13:22
for Brad? I don't know. Like, I'm sure
1:13:24
there's some complex thing, but like you
1:13:27
were saying last time we talked, like
1:13:29
when you're doing the multi-stream to Twitch,
1:13:31
it might help out? Yeah, we did
1:13:33
talk about this last week. This is
1:13:36
a problem with doing too many podcasts.
1:13:38
Yeah, I can never remember which when
1:13:40
I had the conversation I had the
1:13:42
conversation with. But yeah, I think
1:13:45
that would be the main driver
1:13:47
Who asked the question if if
1:13:49
it's a live question shout out
1:13:51
while you're asking to the
1:13:53
comments and we'll have a
1:13:55
reason creativity 404 asked that
1:13:58
one Let's see flying shoot has
1:14:00
a fun one here. When eating
1:14:02
string cheese, are you the type
1:14:04
of person that peels it or
1:14:07
bites straight into it? And then
1:14:09
they have some other some other
1:14:11
context that I'll add after we
1:14:13
gives their answer. I'm a peeler.
1:14:16
Straight peel. Just I open it
1:14:18
up and I just strings. It's
1:14:20
called string cheese for a reason
1:14:22
y'all. I respect that. Brad, there's
1:14:25
lactate pills. Yeah, I try not
1:14:27
to. I just avoid them for
1:14:29
the most part. Wow. What about
1:14:31
you, Elena? Okay, so primarily I
1:14:34
will peel it, but there are
1:14:36
some times where I'm so desperately
1:14:38
hungry that I do not have
1:14:40
the patience to painstakingly peel it,
1:14:43
even though it is without a
1:14:45
doubt, the much more texturally preferable
1:14:47
way to eat string cheese, because
1:14:49
if you bite into it, like
1:14:52
it's just a hunk of normal
1:14:54
cheese, it's gross. like straight up
1:14:56
it's gross texturally it is not
1:14:58
good but sometimes needs the needs
1:15:01
of the stomach are greater than
1:15:03
the wants of the mouth Alex
1:15:05
string cheese peel or bite string
1:15:08
cheese is disgusting you should leave
1:15:10
it on the shelf Flying shoes
1:15:12
follow up to that as my
1:15:14
feeling is if someone bites into
1:15:17
the string cheese, they're more likely
1:15:19
to be a psychopath. So there
1:15:21
you go. I agree. Like psychopath
1:15:23
tendencies. Yep. Yep. However, Adam went
1:15:26
full out saying that as a
1:15:28
kid, he would peel it and
1:15:30
as an adult, he just bites
1:15:32
it. So let's take away what
1:15:35
you want from that's. I mean,
1:15:37
Adam, Adam does eat gum off
1:15:39
of the floor trade shows. So
1:15:41
take that for information with the
1:15:44
context. Let's see, I'm looking for
1:15:46
more questions. Jesse Viviano said, have
1:15:48
you heard that in video publishers...
1:15:50
vulnerability report on drivers. I saw
1:15:53
new stories about that, but I
1:15:55
just used that as an excuse
1:15:57
to update my drivers and didn't
1:15:59
actually read what the vulnerabilities were.
1:16:02
Yeah, same here. I saw the
1:16:04
new stories and I didn't have
1:16:06
time to look into it. It's
1:16:08
been a very busy month. It
1:16:11
has been a very busy month.
1:16:13
I think that's, somebody else saw
1:16:15
something else. Let's see, Devina said
1:16:17
earlier, Devina Duckworth said earlier, I
1:16:20
hope that Intel's arc driver development
1:16:22
is improving Intel's integrated graphic, is
1:16:24
improving, integrated graphics, like they're the
1:16:26
same core, same core, same core,
1:16:29
same, same infrastructure. Now the question
1:16:31
is, is your laptop provider going
1:16:33
to give you the new driver
1:16:35
updates? Probably not, but you can
1:16:38
seek them out if you care,
1:16:40
is the important thing. Or maybe
1:16:42
Windows Update, or maybe Windows Update.
1:16:44
pipeline for good rasterized games, was
1:16:47
real good for a minute there
1:16:49
at like Windows Seven days and
1:16:51
now it's back to being, hey,
1:16:53
we're gonna give you something from
1:16:56
six months ago. Christine Decker has
1:16:58
one. How does this movement toward
1:17:00
AI FrameGen impact game developers? Are
1:17:02
they less responsible for good rasterized
1:17:05
games and able to lean on
1:17:07
DLSS to make it good? That
1:17:09
is actually a really good question
1:17:12
because it is I think the
1:17:14
opposite, right? Yeah, go on, you
1:17:16
start. I was just going to
1:17:18
say, all of the AI frame
1:17:21
gen and upscaling starts with a
1:17:23
rasterized frame. Or it may not
1:17:25
be a fully rasterized lighting. You
1:17:27
may use ray tracing to do
1:17:30
the lighting in that frame, whatever.
1:17:32
You start with one frame and
1:17:34
then it extrapolates from there. So
1:17:36
if you don't start with something
1:17:39
good, you're not garbage in, garbage
1:17:41
out, right? It's the normal rule.
1:17:43
Yeah. The normal rule applies. we're
1:17:45
seeing deficiencies I think are going
1:17:48
to be in things like frame
1:17:50
pacing and stuff like that for
1:17:52
games that don't support the frame
1:17:54
gen and all that is My
1:17:57
fear is that because you can
1:17:59
hide a lot of frame pacing
1:18:01
crimes with frame gen if your
1:18:03
game is performing enough That when
1:18:06
you run the same game on
1:18:08
AMD hardware, you're going to have
1:18:10
some real gnarly microstutter problems and
1:18:12
stuff like that and that's going
1:18:15
to be I think The irony
1:18:17
is for people on in video
1:18:19
cards, you're going to end up
1:18:21
having to do less testing, but
1:18:24
it's going to create a lot
1:18:26
more testing on Intel and AMD
1:18:28
hardware than most non-tribal A games
1:18:30
probably do today. So, I don't
1:18:33
know. Yeah, I, uh, how do
1:18:35
I phrase this? I don't like,
1:18:37
I hate the term, you know,
1:18:39
people, developers are using DLS as
1:18:42
a crutch. I hate that phrase.
1:18:44
It, like, to me, that belittles
1:18:46
the hard work that developers put
1:18:48
in to make these incredibly complex
1:18:51
games. But at the core of
1:18:53
this issue, that's how I feel
1:18:55
that... There have been a couple
1:18:57
of cases where games like didn't
1:19:00
run well as expected and they
1:19:02
said that's why we expect you
1:19:04
to turn on DLS. I don't
1:19:06
think that's acceptable. I think a
1:19:09
game should be able to run
1:19:11
well enough, hopefully on most people's
1:19:13
hardware because Intel, uh, because Intel
1:19:15
may have a large lead, but
1:19:18
it's not a console market. So
1:19:20
it matters. And again, I really
1:19:22
think... that even with DLS you
1:19:25
got to be putting out certain
1:19:27
numbers of quote unquote real frames
1:19:29
for it to still feel good.
1:19:31
So that's vitally important even if
1:19:34
you're using DLS. Adam asked a
1:19:36
question to Jensen Wong at CES,
1:19:38
asking, do you think there's ever
1:19:40
going to be a future where
1:19:43
you know games are entirely rented
1:19:45
by AI? And he said no,
1:19:47
because we still need the GPU
1:19:49
to render what is the ground
1:19:52
truth and how this thing should
1:19:54
look and then build off of
1:19:56
that. for those extra AI generated
1:19:58
frames. So. I think traditional
1:20:00
rasterization matters and I
1:20:03
hope that developers don't wind
1:20:05
up using DLS as a crutch because it's
1:20:07
not universal, not everyone loves
1:20:09
it. So on and so forth.
1:20:11
I think there's a thing that
1:20:13
people don't necessarily understand which is Like
1:20:15
the conversation between developers even small developers
1:20:18
like the the Devrel teams in invidia
1:20:20
to a huge invidious has a huge
1:20:22
Devrel team AMD and Intel to lesser
1:20:24
extent but when you when you're testing
1:20:27
something for example in the game that
1:20:29
I worked on last when we got
1:20:31
a complaint that people were having problems
1:20:33
with the specific era of AMD card
1:20:36
I reached out to our AMD rep I said
1:20:38
hey we're having problems on this and
1:20:40
this and this can you guys take
1:20:42
a look at it? and they passed
1:20:44
it off to their testing lab where
1:20:46
they generated an enormous report using debug
1:20:48
like they we gave them access to
1:20:50
the debug version of our game that
1:20:52
has the debug hooks so they could
1:20:54
hook all their instrumentation into it and
1:20:56
we got like a 50 page report
1:20:58
back from them that said okay on
1:21:00
this generation of hardware you have memory
1:21:02
management issues in these specific parts of
1:21:04
these levels and it's because of too
1:21:06
many draw calls here, too many lights
1:21:08
here, blah blah blah blah blah. And
1:21:10
like in video does the same thing,
1:21:12
Intel wasn't really relevant at the time we
1:21:14
were doing this. But you know, like when
1:21:16
we had a problem, when we were getting
1:21:19
ready to ship the game at the beginning,
1:21:21
our in video rep was like, hey, send
1:21:23
us a debug build and we'll let you
1:21:25
know how it runs on everything back to
1:21:28
like 20 80s and or 20 60s. And
1:21:30
it was an incredibly powerful thing. You still
1:21:32
have to triage those problems because you're like,
1:21:34
you know, you, am I going to go
1:21:37
out and do a 2050 mobile optimization? Probably
1:21:39
not. But, but when there was
1:21:41
a problem in the 2060s, yeah,
1:21:43
we absolutely spent time figuring that
1:21:45
out and got to a point
1:21:47
that like we weren't doing an
1:21:49
insane number of draw calls in
1:21:52
whatever section of the map
1:21:54
or whatever problems. Oh, by Elena,
1:21:56
thanks. Have fun answering to turning
1:21:58
all the cues into A's. I
1:22:00
guess that'll do it for
1:22:02
us this week then for
1:22:04
definitely Sign into the discord,
1:22:07
post your questions, we'll get,
1:22:09
if you have questions about
1:22:11
this in the future when
1:22:13
you're listening to this not
1:22:15
on the live feed, we'll
1:22:18
circle back next week and
1:22:20
hit some of those for
1:22:22
sure. Check back next week
1:22:24
for your Fix a PC
1:22:26
talk on the Full Nurd
1:22:29
to listen on the go,
1:22:31
subscribe to us on Apple
1:22:33
podcast, Spotify, Spotify already said.
1:22:35
And if you're on one
1:22:37
of those services, leave us
1:22:40
a review. Every time you
1:22:42
do, Brad buys a new
1:22:44
car. So congratulations, Brad. You're
1:22:46
going to be busy. No,
1:22:48
no, it's going to be
1:22:51
great. This is going to
1:22:53
be good for you. But
1:22:55
yeah, we'll see all next
1:22:57
week. Thanks for watching everybody
1:22:59
for, I guess, take us
1:23:02
out, Alex. All right, everybody.
1:23:04
Have a great week. Be
1:23:06
nice to each other. Take
1:23:08
it easy. Bye.
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