It's been a year since NVIDIA first teased the RTX Broadcast Engine, a new suite of SDKs that harness the...
We’ve attended the NVIDIA regional briefing earlier today at Swissôtel Le Concorde, Bangkok to find out just what kind of performance, features can we expect from the GeForce GTX 1080 and GeForce GTX 1070 – Yeah, it’s been almost a week now since NVIDIA announced both GTX 1080 and GTX 1070, but like they say, you have to see it to believe it.
NVIDIA GeForce GTX1080 – The New King
Benchmarks of the GTX 1080 overpowered the GTX Titan X up to 30% are pretty much the highlights that you’ll see from renown tech sites for the past few days and we’ve seen owners of the previous generation GTX 980, GTX 980 Ti putting their graphics card on sales after seeing what the GTX 1080 is capable of.
Unlike the 28nm Maxwell architecture GPU die of the previous king (Titan X), the 16nm FinFET Pascal GPU (GTX 1080) that houses a total of 7.2 billion transistors that’s packed together densely delivers a dramatic increase in performance and efficiency.
The increases in bandwidth and power efficiency allow the GTX 1080 to run at a whopping clock speed of over 1700 MHz while consuming only 180 watts of power, something that isn’t really possible back then. The new GPU Boost 3.0 technology too, are way more efficient than the previous GPU Boost 2.0 that goes with a fixed frequency offset and now supports advanced overclocking functionality.
The Pascal-based GPUs with 4th Generation Delta Color Compression are the first to harness the power of 8GB of Micron’s GDDR5X memory which its 256-bit memory interface runs at 10Gb/sec and helping to drive higher effective memory bandwidth up to 1.7 times more than what regular GDDR5 can deliver.
New SLI HB Bridge
The NVIDIA’s new SLI HB bridge basically connects both SLI fingers of each card together to doubles the available transfer bandwidth which theoretically, should deliver better SLI scaling and smoother gameplay compared to the NVIDIA Maxwell architecture.
While it may seem to be limited the possibilities of the 3-way and 4-way SLI that we’ve used to seen on an ultra high-end system to a mere 2-way SLI, NVIDIA has confirmed that an enthusiasts key will be provided to enthusiasts who really wanted to go beyond the advertised 2-way SLI setup.
There’s been a lot of gamers who enjoys sharing screenshots of the moment they enjoy in-games with others such as beautiful scenery, battling scenes or perhaps funny moments, but all of these screenshots shares one thing in common, they’re limited to a certain angle and you can’t go beyond the limited field of view that your character has.
NVIDIA Ansel is basically an enhancement to remove that limitation, a new way for in-game photography that gives you more freedom to capture that amazing scene that you’ve always wanted to.
You can pause your game and detach that view to moving freely to the perfect angle in-game with Free Camera at Super Resolution at up to 4.5 gigapixels resolution or 32 times higher than your screen resolution.
Capture multiple scenes that is then stitched together to create an Ultra Resolution image that is done by the CUDA cores of your NVIDIA GPU.
Post-Process Filters that allows you to add on special effects to the screenshot like how you usually do on Instagram and other photo applications on your smartphone, adjust the exposures, colors, and levels with the EXR Capture.
360° screenshot which can be viewed in Google Cardboard, on your PC or in a VR headset. NVIDIA has released the NVIDIA VR Viewer bundled with Ansel 360 Capture screenshots that you can view, but it’s currently only available from Google Play Store.
NVIDIA VRWorks Audio
We’ve previously seen the Iray plugin from the NVIDIA DesignWorks VR enhanced the VR experience with its ability to simulate the behavior of lights reflection, refraction, and diffraction on different materials and surfaces.
NVIDIA now takes one step further with its VRWorks Audio ‘path traced audio’ where the audio now based on physical geometry. In short, it simulates how sound bounces of objects of different materials, different angles just like how sound behaves in the real world for a more realistic experience in the VR world.
Last but not least, a new technology known as the Fast Sync that minimizes screen tearing issue to none without introducing any extra latency. There will be 3 buffer region in Fast Sync, known as the Front Buffer that sends rendered scene to the display, Back Buffer where the game engine will render the last scene and the Last Rendered Buffer that sends the completely rendered scene to the Back Buffer.
Fast Sync works in a flow where the game will continuously render scenes in the Back Buffer and the Last Rendered Buffer will receive the last rendered scene while the scene in the front buffer is displayed on the screen of your monitor. As soon as the scene in the Front Buffer is displayed, the Last Rendered Buffer will switch places with the Front Buffer. This way, screen tearing will not occur and this can be used with G-SYNC as well.
While it has been confirmed that the GTX 1080 will be available soon starting from May 27th onwards followed by the GTX 1070 which will be available in this coming June 10th, the other thing that excites us the most is the launching of the mobile Pascal GPU GTX 1080M which is expected to take place somewhere in this coming month of August.