Subject: Graphics Cards | May 15, 2015 - 11:36 PM | Scott Michaud
Tagged: windows 10, geforce, graphics drivers, nvidia, whql
The last time that NVIDIA has released a graphics driver for Windows 10, they added a download category to their website for the pre-release operating system. Since about January, graphics driver updates were pushed by Windows Update and, before that, you would need to use Windows 8.1 drivers. Receiving drivers from Windows Update also meant that add-ons, such as PhysX runtimes and the GeForce Experience, would not be bundled with it. I know that some have installed them separately, but I didn't.
The 352.84 release, which is their second Windows 10 driver to be released outside of Windows Update, is also certified by WHQL. NVIDIA has recently been touting Microsoft certification for many of their drivers. Historically, they released a large number of Beta drivers that were stable, but did not wait for Microsoft to vouch for them. For one reason or another, they have put a higher priority on that label, even for “Game Ready” drivers that launch alongside a popular title.
For some reason, the driver is only available via GeForce Experience and NVIDIA.com, but not GeForce.com. I assume NVIDIA will publish it there soon, too.
Subject: Graphics Cards, Processors, Displays, Systems | May 15, 2015 - 03:02 PM | Scott Michaud
Tagged: Oculus, oculus vr, nvidia, amd, geforce, radeon, Intel, core i5
Today, Oculus has published a list of what they believe should drive their VR headset. The Oculus Rift will obviously run on lower hardware. Their minimum specifications, published last month and focused on the Development Kit 2, did not even list a specific CPU or GPU -- just a DVI-D or HDMI output. They then went on to say that you really should use a graphics card that can handle your game at 1080p with at least 75 fps.
The current list is a little different:
- NVIDIA GeForce GTX 970 / AMD Radeon R9 290 (or higher)
- Intel Core i5-4590 (or higher)
- 8GB RAM (or higher)
- A compatible HDMI 1.3 output
- 2x USB 3.0 ports
- Windows 7 SP1 (or newer).
I am guessing that, unlike the previous list, Oculus has a more clear vision for a development target. They were a little unclear about whether this refers to the consumer version or the current needs of developers. In either case, it would likely serve as a guide for what they believe developers should target when the consumer version launches.
This post also coincides with the release of the Oculus PC SDK 0.6.0. This version pushes distortion rendering to the Oculus Server process, rather than the application. It also allows multiple canvases to be sent to the SDK, which means developers can render text and other noticeable content at full resolution, but scale back in places that the user is less likely to notice. They can also be updated at different frequencies, such as sleeping the HUD redraw unless a value changes.
The Oculus PC SDK (0.6.0) is now available at the Oculus Developer Center.
Subject: Graphics Cards | May 5, 2015 - 12:46 PM | Sebastian Peak
Tagged: The Witcher 3, nvidia, GTX 980, GTX 970, gtx, geforce, batman arkham knight
NVIDIA has announced a new game bundle for GeForce graphics cards starting now, and it’s a doozy: Purchase a qualifying GTX card and receive download codes for both Witcher 3: Wild Hunt and Batman: Arkham Knight!
Needless to say, both of these titles have been highly anticipated, and neither have been released just yet with Witcher 3: Wild Hunt due to be released on May 19, and Batman: Arkham Knight arriving on June 23. So which cards qualify? Amazon has a page specifically created for this new offer here, and depending on which card you select you’ll be eligible for either both upcoming games, or just Witcher 3. NVIDIA has this chart on their promotion page for reference:
So GeForce GTX 980 and GTX 970 cards will qualify for both games, and GTX 960 cards and the mobile GPUs qualify for Witcher 3 alone. Regardless of which game or card you may choose these PC versions of the new games will feature graphics that can’t be matched by consoles, and NVIDIA points out the advantages in their post:
"Both Batman and The Witcher raise the bar for graphical fidelity, rendering two very different open worlds with a level of detail we could only dream of last decade. And on PC, each is bolstered by NVIDIA GameWorks effects that increase fidelity, realism, and immersion. But to use those effects in conjunction with the many other available options, whilst retaining a high frame rate, it’s entirely possible that you’ll need an upgrade."
NVIDIA also posted this Witcher 3: Wild Hunt behind-the-scenes video:
In addition to the GameWorks effects present in Witcher 3, NVIDIA worked with developer Rocksteady on Batman: Arkham Knight “to create new visual effects exclusively for the game’s PC release.” The post elaborates:
"This is in addition to integrating the latest and greatest versions of our GPU-accelerated PhysX Destruction, PhysX Clothing and PhysX Turbulence technologies, which work in tandem to create immersive effects that react realistically to external forces. In previous Batman: Arkham games, these technologies created immersive fog and ice effects, realistic destructible scenery, and game-enhancing cloth effects that added to the atmosphere and spectacle. Expect to see similar effects in Arkham Knight, along with new features and effects that we'll be talking about in depth as we approach Arkham Knight’s June 23rd release."
Of note, mobile GPUs included in the promotion will only receive download codes if the seller of the notebook is participating in the "Two Times The Adventure" offer, so be sure to check that out when looking for a gaming laptop that qualifies!
The promotion is going on now and is available “for a limited time or while supplies last”.
It's more than just a branding issue
As a part of my look at the first wave of AMD FreeSync monitors hitting the market, I wrote an analysis of how the competing technologies of FreeSync and G-Sync differ from one another. It was a complex topic that I tried to state in as succinct a fashion as possible given the time constraints and that the article subject was on FreeSync specifically. I'm going to include a portion of that discussion here, to recap:
First, we need to look inside the VRR window, the zone in which the monitor and AMD claims that variable refresh should be working without tears and without stutter. On the LG 34UM67 for example, that range is 48-75 Hz, so frame rates between 48 FPS and 75 FPS should be smooth. Next we want to look above the window, or at frame rates above the 75 Hz maximum refresh rate of the window. Finally, and maybe most importantly, we need to look below the window, at frame rates under the minimum rated variable refresh target, in this example it would be 48 FPS.
AMD FreeSync offers more flexibility for the gamer than G-Sync around this VRR window. For both above and below the variable refresh area, AMD allows gamers to continue to select a VSync enabled or disabled setting. That setting will be handled as you are used to it today when your game frame rate extends outside the VRR window. So, for our 34UM67 monitor example, if your game is capable of rendering at a frame rate of 85 FPS then you will either see tearing on your screen (if you have VSync disabled) or you will get a static frame rate of 75 FPS, matching the top refresh rate of the panel itself. If your game is rendering at 40 FPS, lower than the minimum VRR window, then you will again see the result of tearing (with VSync off) or the potential for stutter and hitching (with VSync on).
But what happens with this FreeSync monitor and theoretical G-Sync monitor below the window? AMD’s implementation means that you get the option of disabling or enabling VSync. For the 34UM67 as soon as your game frame rate drops under 48 FPS you will either see tearing on your screen or you will begin to see hints of stutter and judder as the typical (and previously mentioned) VSync concerns again crop their head up. At lower frame rates (below the window) these artifacts will actually impact your gaming experience much more dramatically than at higher frame rates (above the window).
G-Sync treats this “below the window” scenario very differently. Rather than reverting to VSync on or off, the module in the G-Sync display is responsible for auto-refreshing the screen if the frame rate dips below the minimum refresh of the panel that would otherwise be affected by flicker. So, in a 30-144 Hz G-Sync monitor, we have measured that when the frame rate actually gets to 29 FPS, the display is actually refreshing at 58 Hz, each frame being “drawn” one extra instance to avoid flicker of the pixels but still maintains a tear free and stutter free animation. If the frame rate dips to 25 FPS, then the screen draws at 50 Hz. If the frame rate drops to something more extreme like 14 FPS, we actually see the module quadruple drawing the frame, taking the refresh rate back to 56 Hz. It’s a clever trick that keeps the VRR goals and prevents a degradation of the gaming experience. But, this method requires a local frame buffer and requires logic on the display controller to work. Hence, the current implementation in a G-Sync module.
As you can see, the topic is complicated. So Allyn and I (and an aging analog oscilloscope) decided to take it upon ourselves to try and understand and teach the implementation differences with the help of some science. The video below is where the heart of this story is focused, though I have some visual aids embedded after it.
Still not clear on what this means for frame rates and refresh rates on current FreeSync and G-Sync monitors? Maybe this will help.
Subject: Graphics Cards | March 19, 2015 - 03:20 PM | Jeremy Hellstrom
Tagged: titan x, nvidia, gtx titan x, gm200, geforce, 4k
You have read Ryan's review of the $999 behemoth from NVIDIA and now you can take the opportunity to see what other reviewers think of the card. [H]ard|OCP tested it against the GTX 980 which shares the same cooler and is every bit as long as the TITAN X. Along the way they found a use for the 12GB of VRAM as both Watch_Dogs and Far Cry 4 used over 7GB of memory when tested at 4k resolution though the frame rates were not really playable, you will need at least two TITAN X's to pull that off. They will be revisiting this card in the future, providing more tests for a card with incredible performance and an even more incredible price.
"The TITAN X video card has 12GB of VRAM, not 11.5GB, 50% more streaming units, 50% more texture units, and 50% more CUDA cores than the current GTX 980 flagship NVIDIA GPU. While this is not our full TITAN X review, this preview focuses on what the TITAN X delivers when directly compared to the GTX 980."
Here are some more Graphics Card articles from around the web:
- Nvidia's GeForce GTX Titan X @ The Tech Report
- NVIDIA GeForce Titan X 12GB GPU Review @HiTech Legion
- NVIDIA GeForce GTX Titan X Review @ OCC
- NVIDIA GTX TITAN X Performance Review @ Hardware Canucks
- he New Single GPU King Of The Hill: A Look At NVIDIA’s GeForce GTX TITAN X @ Techgage
- NVIDIA GeForce GTX Titan X Review @ Neoseeker
- NVIDIA GeForce Titan X 12 GB @ techPowerUp
- ASUS ROG Poseidon GTX 980 Platinum vs. AMD R9 295X2 @ [H]ard|OCP
- Inno3D GeForce GTX 960 iChill X3 Air Boss Ultra @ Kitguru
- EVGA GTX 960 SuperSC SweetSpot Plus Style @ Bjorn3d
With the release of the GeForce GTX 980 back in September of 2014, NVIDIA took the lead in performance with single GPU graphics cards. The GTX 980 and GTX 970 were both impressive options. The GTX 970 offered better performance than the R9 290 as did the GTX 980 compared to the R9 290X; on top of that, both did so while running at lower power consumption and while including new features like DX12 feature level support, HDMI 2.0 and MFAA (multi-frame antialiasing). Because of those factors, the GTX 980 and GTX 970 were fantastic sellers, helping to push NVIDIA’s market share over 75% as of the 4th quarter of 2014.
But in the back of our mind, and in the minds of many NVIDIA fans, we knew that the company had another GPU it was holding on to: the bigger, badder version of Maxwell. The only question was going to be WHEN the company would release it and sell us a new flagship GeForce card. In most instances, this decision is based on the competitive landscape, such as when AMD might be finally updating its Radeon R9 290X Hawaii family of products with the rumored R9 390X. Perhaps NVIDIA is tired of waiting or maybe the strategy is to launch soon before Fiji GPUs make their debut. Either way, NVIDIA officially took the wraps off of the new GeForce GTX TITAN X at the Game Developers Conference two weeks ago.
At the session hosted by Epic Games’ Tim Sweeney, NVIDIA CEO Jen-Hsun Huang arrived when Tim lamented about needing more GPU horsepower for their UE4 content. In his hands he had the first TITAN X GPU and talked about only a couple of specifications: the card would have 12GB of memory and it would be based on a GPU with 8 billion transistors.
Since that day, you have likely seen picture after picture, rumor after rumor, about specifications, pricing and performance. Wait no longer: the GeForce GTX TITAN X is here. With a $999 price tag and a GPU with 3072 CUDA cores, we clearly have a new king of the court.
Subject: Graphics Cards | March 17, 2015 - 01:47 PM | Ryan Shrout
Tagged: pascal, nvidia, gtc 2015, GTC, geforce
At the keynote of the GPU Technology Conference (GTC) today, NVIDIA CEO Jen-Hsun Huang disclosed some more updates on the roadmap for future GPU technologies.
Most of the detail was around Pascal, due in 2016, that will introduce three new features including mixed compute precision, 3D (stacked) memory, and NVLink. Mixed precision is a method of computing in FP16, allowing calculations to run much faster at lower accuracy than full single or double precision when they are not necessary. Keeping in mind that Maxwell doesn't have an implementation with full speed DP compute (today), it would seem that NVIDIA is targeting different compute tasks moving forward. Though details are short, mixed precision would likely indicate processing cores than can handle both data types.
3D memory is the ability to put memory on-die with the GPU directly to improve overall memory banwidth. The visual diagram that NVIDIA showed on stage indicated that Pascal would have 750 GB/s of bandwidth, compared to 300-350 GB/s on Maxwell today.
NVLink is a new way of connecting GPUs, improving on bandwidth by more than 5x over current implementations of PCI Express. They claim this will allow for connecting as many as 8 GPUs for deep learning performance improvements (up to 10x). What that means for gaming has yet to be discussed.
NVIDIA made some other interesting claims as well. Pascal will be more than 2x more performance per watt efficient than Maxwell, even without the three new features listed above. It will also ship (in a compute targeted product) with a 32GB memory system compared to the 12GB of memory announced on the Titan X today. Pascal will also have 4x the performance in mixed precision compute.
Subject: Graphics Cards | March 16, 2015 - 07:13 PM | Ryan Shrout
Tagged: video, tom petersen, titan x, nvidia, maxwell, live, gtx titan x, gtx, gm200, geforce
UPDATE 2: If you missed the live stream, we now have the replay available below!
UPDATE: The winner has been announced: congrats to Ethan M. for being selected as the random winner of the GeForce GTX TITAN X graphics card!!
Get yourself ready, it’s time for another GeForce GTX live stream hosted by PC Perspective’s Ryan Shrout! This time the focus is going to be NVIDIA's brand-new GeForce GTX TITAN X graphics card, first teased a couple of weeks back at GDC. NVIDIA's Tom Petersen will be joining us live from the GPU Technology Conference show floor to discuss the GM200 GPU, it's performance and to show off some demos of the hardware in action.
And what's a live stream without a prize? One lucky live viewer will win a GeForce GTX TITAN X 12GB graphics card of their very own! That's right - all you have to do is tune in for the live stream tomorrow afternoon and you could win a Titan X!!
NVIDIA GeForce GTX TITAN X Live Stream and Giveaway
1pm PT / 4pm ET - March 17th
Need a reminder? Join our live mailing list!
The event will take place Tuesday, March 17th at 1pm PT / 4pm ET at http://www.pcper.com/live. There you’ll be able to catch the live video stream as well as use our chat room to interact with the audience. To win the prize you will have to be watching the live stream, with exact details of the methodology for handing out the goods coming at the time of the event.
Tom has a history of being both informative and entertaining and these live streaming events are always full of fun and technical information that you can get literally nowhere else.
If you have questions, please leave them in the comments below and we'll look through them just before the start of the live stream. Of course you'll be able to tweet us questions @pcper and we'll be keeping an eye on the IRC chat as well for more inquiries. What do you want to know and hear from Tom or I?
So join us! Set your calendar for this coming Tuesday at 1pm PT / 4pm ET and be here at PC Perspective to catch it. If you are a forgetful type of person, sign up for the PC Perspective Live mailing list that we use exclusively to notify users of upcoming live streaming events including these types of specials and our regular live podcast. I promise, no spam will be had!
Huge thanks to ASUS for supplying a new G751JY notebook, featuring an Intel Core i7-4710HQ and a GeForce GTX 980M 4GB GPU to power our live stream from GTC!!
Subject: Graphics Cards | March 12, 2015 - 11:13 PM | Sebastian Peak
Tagged: nvidia, maxwell, GTX 960M, GTX 950M, gtx 860m, gtx 850m, gm107, geforce
NVIDIA has announced new GPUs to round out their 900-series mobile lineup, and the new GTX 960M and GTX 950M are based on the same GM107 core as the previous 860M/850M parts.
Both GPUs feature 640 CUDA Cores and are separated by Base clock speed, with the GTX 960M operating at 1096 MHz and GTX 950M at 914 MHz. Both have unlisted maximum Boost frequencies that will likely vary based on thermal constraints. The memory interface is the other differentiator between the GPUs, with the GTX 960M sporting dedicated GDDR5 memory, and the GTX 950M can be implemented with either DDR3 or GDDR5 memory. Both GTX 960M and 950M use the same 128-bit memory interface and support up to 4GB of memory.
As reported by multiple sources the core powering the 960M/950M is a GM107 Maxwell GPU, which means that we are essentially talking about rebadged 860M/850M products, though the unlisted Boost frequencies could potentially be higher with these parts with improved silicon on a mature 28nm process. In contrast the previously announced GTX 965M is based on a cut down Maxwell GM204 GPU, with its 1024 CUDA Cores representing half of the GPU core introduced with the GTX 980.
New notebooks featuring the GTX 960M have already been announced by NVIDIA's partners, so we will soon see if there is any performance improvement to these refreshed GM107 parts.
Subject: Graphics Cards | March 10, 2015 - 07:35 PM | Sebastian Peak
Tagged: nvidia, msi, gtx 960, geforce, 960 Gaming, 4GB GTX 960
Manufacturers announcing 4GB versions of the GeForce GTX 960 has become a regular occurrence of late, and today MSI has announced their own 4GB GTX 960, adding a model with this higher memory capacity to their popular MSI Gaming graphics card lineup.
The GTX 960 Gaming 4GB features an overclocked core in addition to the doubled frame buffer, with 1241MHz Base, 1304MHz Boost clocks (compared to the stock GTX 960 1127MHz Base, 1178MHz Boost clocks). The card also features their proprietary Twin Frozr V (5 for non-Romans) cooler, which they claim surpasses previous generations of their Twin Frozr coolers "by a large margin", with a new design featuring their SuperSU heat pipes and a pair of 100mm Torx fans with alternating standard/dispersion fan blades.
The card is set to be shown at the Intel Extreme Masters gaming event in Poland later this week, and pricing/availability have not been announced.