Tuesday, September 13th 2022
NVIDIA AD102 "Ada" Packs Over 75 Billion Transistors
NVIDIA's next-generation AD102 "Ada" GPU is shaping up to be a monstrosity, with a rumored transistor-count north of 75 billion. This would put over 2.6 times the 28.3 billion transistors of the current-gen GA102 silicon. NVIDIA is reportedly building the AD102 on the TSMC N5 (5 nm EUV) node, which offers a significant transistor-density uplift over the Samsung 8LPP (8 nm DUV) node on which the GA102 is built. The 8LPP offers 44.56 million transistors per mm² die-area (MTr/mm²), while the N5 offers a whopping 134 MTr/mm², which fits in with the transistor-count gain. This would put its die-area in the neighborhood of 560 mm². The AD102 is expected to power high-end RTX 40-series SKUs in the RTX 4090-series and RTX 4080-series.
Source:
kopite7kimi (Twitter)
31 Comments on NVIDIA AD102 "Ada" Packs Over 75 Billion Transistors
My point is, most games don't support DLSS (FSR) and require per game implementation, if nVidia managed to do it through an option in their drivers for all games (or at least DX11/12) then I would be sold on wasting space on those tensor cores.
As for RT, GPUs aren't fast enough similar to the 6800 ultra back in the day with dx9c, even the mighty 3090ti struggles, hardware acceleration is not enough, maybe they should've spent more silicon budget on accelerating Ray Tracing, but then AMD would destroy them in every other game.
Hopefully in the near future Microsoft will push for DXR, forcing all vendors to accelerate ray tracing the same way.
Yeah, not everyone has a 3080 or above, but scaling down resolution and FPS requirements to be in line with the cards targeted at those specs, I think RT is totally viable in the here and now for basically anyone with an RTX card and realistic expectations. ie, perhaps not ultra everything, as optimised settings tend to look incredibly similar but need less rendering power, but that extra power free'd up can be used on RT. And of course since basically day 1 of RTX ownership I've not only been A'ok with using DLSS, I find the visual result downright preferable, and the extra FPS is the cherry on top.
Spiderman has excellent RT reflections and DLSS, the others are a combo of RT and DLSS, where in some DLSS was either the only feature or the far more impactful one, but I have seen enough RT in them all to be totally sold on it as a concept and I use it wherever possible with few exceptions.