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NVIDIA Turing SDKs Now Available

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NVIDIA's Turing architecture is one of the biggest leaps in computer graphics in 20 years. Here's a look at the latest developer software releases to take advantage of this cutting-edge GPU. CUDA 10: CUDA 10 includes support for Turing GPUs, performance optimized libraries, a new asynchronous task-graph programming model, enhanced CUDA & graphics API interoperability, and new developer tools. CUDA 10 also provides all the components needed to build applications for NVIDIA's most powerful server platforms for AI and high performance computing (HPC) workloads, both on-prem (DGX-2) and in the cloud (HGX-2).

TensorRT 5 - Release Candidate: TensorRT 5 delivers up to 40x faster inference performance over CPUs through new optimizations, APIs and support for Turing GPUs. It optimizes mixed precision inference dramatically across apps such as recommenders, neural machine translation, speech and natural language processing. TensorRT 5 highlights include INT8 APIs offering new flexible workflows, optimization for depthwise separable convolution, support for Xavier-based NVIDIA Drive platforms and the NVIDIA DLA accelerator. In addition, TensorRT 5 brings support for Windows and CentOS Operating Systems.

cuDNN 7.3: Deep learning frameworks using cuDNN 7.3 can leverage new features and performance of the Turing architectures to deliver faster training performance. cuDNN 7.3 highlights include, improved grouped convolution for NHWC data format, and dilated convolution performance for popular models such as ResNet50, DeepSpeech2 and Wavenet.

NCCL 2.3: Deep learning frameworks using NCCL 2.3 and later can leverage new features and performance of the Volta and Turing architecture to deliver high-performance and efficient multi-node, multi-GPU scaling of deep learning training. New features include improved low latency algorithms for small message sizes and finer control of when to use GPU Direct P2P and RDMA.

CUTLASS 1.1: CUTLASS 1.1 allows developers to use Turing Tensor Cores for high performance matrix multiplication in CUDA C++. New features include support for CUDA 10 and new warp matrix functions to access the sub-byte capabilities of Turing to enable deep learning research with ultra low-precision.

NVIDIA RTX
NGX SDK: NGX is a new deep learning-based technology stack bringing AI-based features that accelerate and enhance graphics, photos imaging and video processing directly into applications. The NGX SDK provides pre-trained networks, making it easy for developers to integrate AI features. The SDK will be available in the next few weeks.

VRWorks Graphics 3.0: VRWorks Graphics features are aimed at Game and Application developers and bring a new level of visual fidelity, performance, and responsiveness to virtual reality. This version paired with Turing based GPUs brings many new technologies including Variable Rate Shading and Multi-View Rendering. Variable Rate Shading is a new rendering technique that increases rendering performance by applying full GPU shading horsepower to detailed areas of the scene, and less GPU horsepower to less detailed areas. Multi-View Rendering expands on Single Pass Stereo's features, increasing the number of projection centers or views for a single rendering pass from two to four. All four of the views available in a single pass are now position-independent and can shift along any axis in the projective space allowing support for new display configurations and canted displays for extremely wide fields of view.

Developer Tools
Nsight Compute 1.0: NVIDIA Nsight Compute is a next-gen tool that provides interactive CUDA API debugging and kernel profiling. This version of Nsight Compute offers fast data collection of detailed performance metrics and API debugging via a user interface and command line tool.

Nsight Systems 2018.2: NVIDIA Nsight Systems is a low overhead performance analysis tool designed to provide the insights developers need to optimize their software, like identifying bottlenecks across the CPUs and GPUs. Updates in Nsight Systems 2018.2 include CUDA 10 support, command line interface improvements to cover new usage scenarios, and various compatibility and usability enhancements.

Nsight Graphics 2018.5: Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with popular graphics APIs. Version 2018.5 makes GPU Trace publicly available, adds support for Direct3D 12 DXR and Vulkan Ray Tracing extensions, extends the pixel history feature to cover DirectX 12, and completes support for the Windows RS3 DirectX 12 SDK.

Nsight VSE 6.0: NVIDIA Nsight Visual Studio Edition is an application development environment for GPUs that allows you to build, debug, profile, and trace a wide range of applications. Updates in Nsight VSE 6.0 include graphics debugging with ray tracing support and enhanced compute debugging and analysis with CUDA 10 support.

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biggest rofl of the week ...

"NVIDIA's Turing architecture is one of the biggest leaps in computer graphics in 20 years. " ahhh ... how they wish it would be one ...

i am not even sure that fully using RT they would achieve higher standard ... it's about the same leap as between preceding gen...


but more seriously ... are those RT core even useful... is Raytracing even worth to have a chunk of the core used for something that isn't used now (or yield disappointing performances result when used)
same goes with Tensore core ...

also ... :laugh: : "tensor processing unit (TPU) " :laugh: :lovetpu:
 
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nvidia need to pay software house to implement those new features. will take so long to have those features in games that we can skip this new generation of gpu LOL!
 
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nvidia need to pay software house to implement those new features. will take so long to have those features in games that we can skip this new generation of gpu LOL!
actually ... even in that case i doubt it will be something worth... feels kinda gimmicky despite all the hype that was thrown at it ... or the application following it ...
 
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RTRT is like DX12, it promises the world of new features in gaming, and the net result is that you get more of the same because DX11 was so mature.

With some global illumination and 'roughly accurate' dynamic lighting you can get a result that is 'very good', today on existing hardware at very comfortable FPS.

With RTRT you can get a result that is 'quite ok' albeit more dynamic and realistic. Too bad that its so costly that the end result is either extremely low FPS or a quality level far below what we already have.
 
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software house decide if implement features or not. That's the problem right now, if u dont give cash to them they will do nothing and we can play DX11 title for the eternity
 
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First,software rendering is the way to go! hardware rendering is a gimmick

Then, hardware T&L is just a gimmick!

Then, DirectX 9 is just a gimmick

Now, RTRT is just a gimmick

To some minds everything is a gimmick.
 
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RTRT is like DX12, it promises the world of new features in gaming, and the net result is that you get more of the same because DX11 was so mature.

With some global illumination and 'roughly accurate' dynamic lighting you can get a result that is 'very good', today on existing hardware at very comfortable FPS.

With RTRT you can get a result that is 'quite ok' albeit more dynamic and realistic. Too bad that its so costly that the end result is either extremely low FPS or a quality level far below what we already have.

CryEngine actually used ray tracing quite some time ago to address global illumination and shadows. All running on cards from last 5 years or so.
 
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First,software rendering is the way to go! hardware rendering is a gimmick

Then, hardware T&L is just a gimmick!

Then, DirectX 9 is just a gimmick

Now, RTRT is just a gimmick

To some minds everything is a gimmick.

None of those things remotely compare, bad attempt IMO

Hairworks, PhysX, Turf Effects, are gimmicks. RTRT has yet to elevate itself beyond all of that.
 
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PhysX could be a standard in games. I'm talking HW PhysX. Imagine the possibilities PhysX being a standard and everyone uses it on gameplay level and not just for some eye candy. It would be Half-Life 2 physics in gameplay on steroids. Instead we still have some passive (active would be user manipulation to own advantage) world eye candy and ragdolls. And that's it.
 
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First,software rendering is the way to go! hardware rendering is a gimmick

Then, hardware T&L is just a gimmick!

Then, DirectX 9 is just a gimmick

You're just listing things that were never said ? I am confused.

CryEngine actually used ray tracing quite some time ago to address global illumination and shadows. All running on cards from last 5 years or so.

All engines that have global illumination feature some sort of implementation of ray tracing. Hell, even pathfinding and collision detection sometimes employ this sort of thing.
 
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biggest rofl of the week ...

"NVIDIA's Turing architecture is one of the biggest leaps in computer graphics in 20 years. " ahhh ... how they wish it would be one ...

Yeah I mean honestly, are all of these tech websites just paid off by Nvidia? I mean I don't even have a problem with Turing, but shit like this is disgusting. Hence why everyone is migrating to Youtube reviewers...
 
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Yeah I mean honestly, are all of these tech websites just paid off by Nvidia? I mean I don't even have a problem with Turing, but shit like this is disgusting. Hence why everyone is migrating to Youtube reviewers...
it's a press release ... the "rofl" factor originate from Ngreedia themselve

the same kind that start with "worldwide leader in gaming peripheral" and are by Razer :laugh: ;)
 
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Geeen fail!!!!
 
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it's a press release ... the "rofl" factor originate from Ngreedia themselve

the same kind that start with "worldwide leader in gaming peripheral" and are by Razer :laugh:;)

But why are they copy pasta'ing this like it's an article? Again - people are abandoning niche "news" websites for Youtube because crap like this is disgusting.

If you want to put an Nvidia ad on your page, make it a fucking ad.
 
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