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NVIDIA Project Beyond GTC Keynote Address: Expect the Expected (RTX 4090)

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When did TDP actually become a relevant thing? I do not remember at all.

When I look at Wikipedia, the first mention of TDP is with the GeForce 8000 series. Was this the first time they went drastically above 100 W, with the 8800 GTX, which was an unbelievable advancement over the 7000 series?
The TPU database does mention TDP for the FX and 6000/7000 cards, but they all seem to be under 100 W. I do not think people paid any attention to power consumption back then.
 
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When did TDP actually become a relevant thing? I do not remember at all.

When I look at Wikipedia, the first mention of TDP is with the GeForce 8000 series. Was this the first time they went drastically above 100 W, with the 8800 GTX, which was an unbelievable advancement over the 7000 series?
The TPU database does mention TDP for the FX and 6000/7000 cards, but they all seem to be under 100 W. I do not think people paid any attention to power consumption back then.
they did. it was just far less tolerance . Hardware wise . compare to now.
now a gpu can toast a psu pretty easy.
 
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When did TDP actually become a relevant thing? I do not remember at all.

When I look at Wikipedia, the first mention of TDP is with the GeForce 8000 series. Was this the first time they went drastically above 100 W, with the 8800 GTX, which was an unbelievable advancement over the 7000 series?
The TPU database does mention TDP for the FX and 6000/7000 cards, but they all seem to be under 100 W. I do not think people paid any attention to power consumption back then.
They did pay attention to it, but mainly in terms of noise, thermals and the need for axillary power connectors. In the early (AGP/PCI) days there was no standard for axillary power, so you saw all kinds of weird solutions from external power bricks with inputs on the card's I/O, to more ordinary Molex power. Crucially, PSUs didn't have power connectors, or the output ratings to support them either. Still, coolers were so much less advanced back then, TDPs were much, much lower. I don't know when the term came to prominence for GPUs, but it was probably as cards grew ever more power hungry and started needing the power of 6 and 8-pin PCIe connectors - so around the late 2000s maybe? It takes a long time for terminology like that to move out of "for people who read datasheets" territory and into common (even enthusiast) parlance though.
 
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and 12x larger L2 cache, 2.32x higher fillrates. Every game will benefit from those numbers in terms of higher fps or lower power consumption.
I hope lower power states will have reasonably set memory frequencies and not locked GPU frequencies.

No, ray-tracing is niche, expensive and not worthy as of today. It will always be niche because there is no manufacturing method to produce that many transistors to make it work.

Also, ray-tracing done by nvidia is a gimmick. They remove the traditional lighting that is as good or even better and push through your throat something that you have never asked for.
Thanks to temporal filtering RT games does not need hundreds of rays to be fired for every pixel. That is the reason why we can use that technique these days in games to compute more preciselly GI and shadows for long distances in realtime. Until we reach technological progress ala Star Trek, nvidia RT is still pushing us forward.
I feel like rasterization possibilities have been maxed out.
We still does no reach visual realism like in real world, so rasterization can still bring more details close to camera...it just does not make sense spend HW performance on certain rasterization algorithms, if RT algorithms can use chip performance better. As you said, "Ray tracing is the future and it will continue to evolve".

Mixing raster techniques with RT is good and necessary step in the right direction.
 
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GIMP is fun!

4080 greed is eternal.jpg
 
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