NVIDIA Releases GeForce 378.78 Drivers

Subject: Graphics Cards | March 10, 2017 - 02:49 AM |
Tagged: nvidia, graphics drivers

Alongside the launch of the GeForce GTX 1080 Ti, NVIDIA has released a new graphics driver that, one, obviously supports the new card and, two, also rolls in a bunch of optimizations for DirectX 12 titles. The graphics vendor already announced the initiative at last week’s GDC, but it is now released and available for public use. 378.78 is also “Game Ready” for Ghost Recon Wildlands, although that’s mostly for Ansel support; most of the optimizations for Wildlands were pushed into the previous driver.

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The advertised gains vary from title to title, but they claim that Rise of the Tomb Raider at 4K will jump from 20 FPS to 27 FPS. This can be viewed as either a frame rate gain of about 33%, or it can be seen as an average frame time savings of about 12ms each and every frame. If that’s what actual end-users will see -- that’s a lot!

They also note improvements in Vulkan support, too, but without any hard, numeric assertions.

If you have a GeForce 1050 Ti notebook, then this driver is also said to fix a potential bluescreen bug that you have been facing. You can pick it up from GeForce Experience or the NVIDIA website.

Source: NVIDIA

The GTX 1080 Ti reviews are here; the card not so much

Subject: Graphics Cards | March 9, 2017 - 01:53 PM |
Tagged: 1080 ti, geforce, gp102, gtx 1080 ti, nvidia, pascal

As you have probably noticed from our front page, today is the day we can see how the GTX 1080 Ti performs in reviewers systems.  The unfortunate news is that you can't buy one yet nor do we know when you will be able to spend the $699 it will cost to order one.  We can share the performance with you, once again NVIDIA's Ti model takes the top spot out performing even the $1200 TITAN X.  As for overclocking the reference model, as we have not had a chance to test any cards with third party cooler on them, [H]ard|OCP were able to increase the GPU frequency over 200MHz to 1967-1987MHz in game and push the memory to 12GHz, somewhat better than what Ryan was able to.  Check out their full review here, with many more just below.

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"NVIDIA is launching the fastest video card it offers for gaming today in the new $699 GeForce GTX 1080 Ti. We will take this video card and test it against the GeForce GTX 1080 and GeForce GTX TITAN X at 1440p and 4K resolutions to find out how it compares. Is it really faster than a $1200 GeForce GTX TITAN X Pascal?"

Here are some more Graphics Card articles from around the web:

Graphics Cards

Source: [H]ard|OCP
Author:
Manufacturer: NVIDIA

Flagship Performance Gets Cheaper

UPDATE! If you missed our launch day live stream, you can find the reply below:

It’s a very interesting time in the world of PC gaming hardware. We just saw the release of AMD’s Ryzen processor platform that shook up the processor market for the first time in a decade, AMD’s Vega architecture has been given the brand name “Vega”, and the anticipation for the first high-end competitive part from AMD since Hawaii grows as well. AMD was seemingly able to take advantage of Intel’s slow innovation pace on the processor and it was hoping to do the same to NVIDIA on the GPU. NVIDIA’s product line has been dominant in the mid and high-end gaming market since the 900-series with the 10-series products further cementing the lead.

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The most recent high end graphics card release came in the form of the updated Titan X based on the Pascal architecture. That was WAY back in August of 2016 – a full seven months ago! Since then we have seen very little change at the top end of the product lines and what little change we did see came from board vendors adding in technology and variation on the GTX 10-series.

Today we see the release of the new GeForce GTX 1080 Ti, a card that offers only a handful of noteworthy technological changes but instead is able to shake up the market by instigating pricing adjustments to make the performance offers more appealing, and lowering the price of everything else.

The GTX 1080 Ti GP102 GPU

I already wrote about the specifications of the GPU in the GTX 1080 Ti when it was announced last week, so here’s a simple recap.

  GTX 1080 Ti Titan X (Pascal) GTX 1080 GTX 980 Ti TITAN X GTX 980 R9 Fury X R9 Fury R9 Nano
GPU GP102 GP102 GP104 GM200 GM200 GM204 Fiji XT Fiji Pro Fiji XT
GPU Cores 3584 3584 2560 2816 3072 2048 4096 3584 4096
Base Clock 1480 MHz 1417 MHz 1607 MHz 1000 MHz 1000 MHz 1126 MHz 1050 MHz 1000 MHz up to 1000 MHz
Boost Clock 1582 MHz 1480 MHz 1733 MHz 1076 MHz 1089 MHz 1216 MHz - - -
Texture Units 224 224 160 176 192 128 256 224 256
ROP Units 88 96 64 96 96 64 64 64 64
Memory 11GB 12GB 8GB 6GB 12GB 4GB 4GB 4GB 4GB
Memory Clock 11000 MHz 10000 MHz 10000 MHz 7000 MHz 7000 MHz 7000 MHz 500 MHz 500 MHz 500 MHz
Memory Interface 352-bit 384-bit G5X 256-bit G5X 384-bit 384-bit 256-bit 4096-bit (HBM) 4096-bit (HBM) 4096-bit (HBM)
Memory Bandwidth 484 GB/s 480 GB/s 320 GB/s 336 GB/s 336 GB/s 224 GB/s 512 GB/s 512 GB/s 512 GB/s
TDP 250 watts 250 watts 180 watts 250 watts 250 watts 165 watts 275 watts 275 watts 175 watts
Peak Compute 10.6 TFLOPS 10.1 TFLOPS 8.2 TFLOPS 5.63 TFLOPS 6.14 TFLOPS 4.61 TFLOPS 8.60 TFLOPS 7.20 TFLOPS 8.19 TFLOPS
Transistor Count 12.0B 12.0B 7.2B 8.0B 8.0B 5.2B 8.9B 8.9B 8.9B
Process Tech 16nm 16nm 16nm 28nm 28nm 28nm 28nm 28nm 28nm
MSRP (current) $699 $1,200 $599 $649 $999 $499 $649 $549 $499

The GTX 1080 Ti looks a whole lot like the TITAN X launched in August of last year. Based on the 12B transistor GP102 chip, the new GTX 1080 Ti will have 3,584 CUDA core with a 1.60 GHz Boost clock. That gives it the same processor count as Titan X but with a slightly higher clock speed which should make the new GTX 1080 Ti slightly faster by at least a few percentage points and has a 4.7% edge in base clock compute capability. It has 28 SMs, 28 geometry units, 224 texture units.

GeForce_GTX_1080_Ti_Block_Diagram.png

Interestingly, the memory system on the GTX 1080 Ti gets adjusted – NVIDIA has disabled a single 32-bit memory controller to give the card a total of 352-bit wide bus and an odd-sounding 11GB memory capacity. The ROP count also drops to 88 units. Speaking of 11, the memory clock on the G5X implementation on GTX 1080 Ti will now run at 11 Gbps, a boost available to NVIDIA thanks to a chip revision from Micron and improvements to equalization and reverse signal distortion.

The move from 12GB of memory on the GP102-based Titan X to 11GB on the GTX 1080 Ti is an interesting move, and evokes memories of the GTX 970 fiasco where NVIDIA disabled a portion of that memory controller but left the memory that would have resided on it ON the board. At that point, what behaved as 3.5GB of memory at one speed and 500 MB at another speed, was the wrong move to make. But releasing the GTX 970 with "3.5GB" of memory would have seemed odd too. NVIDIA is not making the same mistake, instead building the GTX 1080 Ti with 11GB out the gate.

Continue reading our review of the NVIDIA GeForce GTX 1080 Ti 11GB graphics card!

NVIDIA, Microsoft, Ingrasys (Foxconn) Announce HGX-1

Subject: Systems | March 9, 2017 - 07:01 AM |
Tagged: nvidia, microsoft, hgx-1, GP100, dgx-1

When NVIDIA announced the Pascal architecture at last year’s GTC, they started with the GP100 architecture that was to be initially available in their $129,000 DGX-1 PC. In fact, this device contained eight of those “Big Pascal” GPUs that are connected together by their NVLink interconnection.

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Now, almost a full year later, Microsoft, NVIDIA, and Ingrasys have announced the HGX-1 system. It, too, will contain eight GP100 GPUs through eight Tesla P100 accelerators. On the CPU side of things, Microsoft is planning on utilizing the next generation of x86 processors, Intel Skylake (which we assume means Skylake-X) and AMD Naples in these "Project Olympus" servers. Future versions could also integrate Intel FPGAs for an extra level of acceleration. ARM64 is another goal of theirs, but in the more distant future.

At the same time, NVIDIA has also announced, through a single-paragraph statement, that they are joining the Open Compute Project. This organization contains several massive players in the data center market, spanning from Facebook to Rackspace to Bank of America.

Whenever it arrives, the HGX-1 will be intended for cloud-based AI computations. Four of these machines are designed to be clustered together at high bandwidth, which I estimate would have north of 160 TeraFLOPs of double-precision (FP64) or 670 TeraFLOPs of half-precision (FP16) performance in the GPUs alone, depending on final clocks.

Source: NVIDIA

GamersNexus Tears Down a Nintendo Switch

Subject: Systems, Mobile | March 4, 2017 - 07:01 AM |
Tagged: Tegra X1, teardown, switch, nvidia, Nintendo

Here at PC Perspective, videos of Ryan and Ken dismantling consoles on their launch date were some of our most popular... ever. While we didn’t do one for the Nintendo Switch, GamersNexus did, and I’m guessing that a segment of our audience would be interested in seeing what the device looks like when dismantled.

Credit: GamersNexus

As he encounters many chips, he mentions what, if anything, is special about them based on their part numbers. For instance, the NVIDIA SoC is listed as A2, which is apparently different from previous Maxwell-based Tegra X1 SoCs, but it’s unclear how. From my perspective, I can think of three possibilities: NVIDIA made some customizations (albeit still on the Maxwell architecture) for Nintendo, NVIDIA had two revisions for their own purposes and Nintendo bought the A2, or the A2 shipped with NVIDIA's Maxwell-based Shield and my Google-fu is terrible.

Regardless, if you’re interested, it should be an interesting twenty-or-so minutes.

Source: GamersNexus

Linked Multi-GPU Arrives... for Developers

The Khronos Group has released the Vulkan 1.0.42.0 specification, which includes experimental (more on that in a couple of paragraphs) support for VR enhancements, sharing resources between processes, and linking similar GPUs. This spec was released alongside a LunarG SDK and NVIDIA drivers, which are intended for developers, not gamers, that fully implement these extensions.

I would expect that the most interesting feature is experimental support for linking similar GPUs together, similar to DirectX 12’s Explicit Linked Multiadapter, which Vulkan calls a “Device Group”. The idea is that the physical GPUs hidden behind this layer can do things like share resources, such as rendering a texture on one GPU and consuming it in another, without the host code being involved. I’m guessing that some studios, like maybe Oxide Games, will decide to not use this feature. While it’s not explicitly stated, I cannot see how this (or DirectX 12’s Explicit Linked mode) would be compatible in cross-vendor modes. Unless I’m mistaken, that would require AMD, NVIDIA, and/or Intel restructuring their drivers to inter-operate at this level. Still, the assumptions that could be made with grouped devices are apparently popular with enough developers for both the Khronos Group and Microsoft to bother.

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A slide from Microsoft's DirectX 12 reveal, long ago.

As for the “experimental” comment that I made in the introduction... I was expecting to see this news around SIGGRAPH, which occurs in late-July / early-August, alongside a minor version bump (to Vulkan 1.1).

I might still be right, though.

The major new features of Vulkan 1.0.42.0 are implemented as a new classification of extensions: KHX. In the past, vendors, like NVIDIA and AMD, would add new features as vendor-prefixed extensions. Games could query the graphics driver for these abilities, and enable them if available. If these features became popular enough for multiple vendors to have their own implementation of it, a committee would consider an EXT extension. This would behave the same across all implementations (give or take) but not be officially adopted by the Khronos Group. If they did take it under their wing, it would be given a KHR extension (or added as a required feature).

The Khronos Group has added a new layer: KHX. This level of extension sits below KHR, and is not intended for production code. You might see where this is headed. The VR multiview, multi-GPU, and cross-process extensions are not supposed to be used in released video games until they leave KHX status. Unlike a vendor extension, the Khronos Group wants old KHX standards to drop out of existence at some point after they graduate to full KHR status. It’s not something that NVIDIA owns and will keep it around for 20 years after its usable lifespan just so old games can behave expectedly.

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How long will that take? No idea. I’ve already mentioned my logical but uneducated guess a few paragraphs ago, but I’m not going to repeat it; I have literally zero facts to base it on, and I don’t want our readers to think that I do. I don’t. It’s just based on what the Khronos Group typically announces at certain trade shows, and the length of time since their first announcement.

The benefit that KHX does bring us is that, whenever these features make it to public release, developers will have already been using it... internally... since around now. When it hits KHR, it’s done, and anyone can theoretically be ready for it when that time comes.

Author:
Manufacturer: NVIDIA

VR Performance Evaluation

Even though virtual reality hasn’t taken off with the momentum that many in the industry had expected on the heels of the HTC Vive and Oculus Rift launches last year, it remains one of the fastest growing aspects of PC hardware. More importantly for many, VR is also one of the key inflection points for performance moving forward; it requires more hardware, scalability, and innovation than any other sub-category including 4K gaming.  As such, NVIDIA, AMD, and even Intel continue to push the performance benefits of their own hardware and technology.

Measuring and validating those claims has proven to be a difficult task. Tools that we used in the era of standard PC gaming just don’t apply. Fraps is a well-known and well-understood tool for measuring frame rates and frame times utilized by countless reviewers and enthusiasts. But Fraps lacked the ability to tell the complete story of gaming performance and experience. NVIDIA introduced FCAT and we introduced Frame Rating back in 2013 to expand the capabilities that reviewers and consumers had access to. Using more sophisticated technique that includes direct capture of the graphics card output in uncompressed form, a software-based overlay applied to each frame being rendered, and post-process analyzation of that data, we were able to communicate the smoothness of a gaming experience, better articulating it to help gamers make purchasing decisions.

pipe1.jpg

VR pipeline when everything is working well.

For VR though, those same tools just don’t cut it. Fraps is a non-starter as it measures frame rendering from the GPU point of view and completely misses the interaction between the graphics system and the VR runtime environment (OpenVR for Steam/Vive and OVR for Oculus). Because the rendering pipeline is drastically changed in the current VR integrations, what Fraps measures is completely different than the experience the user actually gets in the headset. Previous FCAT and Frame Rating methods were still viable but the tools and capture technology needed to be updated. The hardware capture products we used since 2013 were limited in their maximum bandwidth and the overlay software did not have the ability to “latch in” to VR-based games. Not only that but measuring frame drops, time warps, space warps and reprojections would be a significant hurdle without further development.  

pipe2.jpg

VR pipeline with a frame miss.

NVIDIA decided to undertake the task of rebuilding FCAT to work with VR. And while obviously the company is hoping that it will prove its claims of performance benefits for VR gaming, it should not be overlooked the investment in time and money spent on a project that is to be open sourced and free available to the media and the public.

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NVIDIA FCAT VR is comprised of two different applications. The FCAT VR Capture tool runs on the PC being evaluated and has a similar appearance to other performance and timing capture utilities. It uses data from Oculus Event Tracing as a part of the Windows ETW and SteamVR’s performance API, along with NVIDIA driver stats when used on NVIDIA hardware to generate performance data. It will and does work perfectly well on any GPU vendor’s hardware though with the access to the VR vendor specific timing results.

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Continue reading our preview of the new FCAT VR tool!

NVIDIA Announces GeForce GTX 1080 Ti 11GB Graphics Card, $699, Available Next Week

Subject: Graphics Cards | February 28, 2017 - 10:59 PM |
Tagged: pascal, nvidia, gtx 1080 ti, gp102, geforce

Tonight at a GDC party hosted by CEO Jen-Hsun Huang, NVIDIA announced the GeForce GTX 1080 Ti graphics card, coming next week for $699. Let’s dive right into the specifications!

card1.jpg

  GTX 1080 Ti Titan X (Pascal) GTX 1080 GTX 980 Ti TITAN X GTX 980 R9 Fury X R9 Fury R9 Nano
GPU GP102 GP102 GP104 GM200 GM200 GM204 Fiji XT Fiji Pro Fiji XT
GPU Cores 3584 3584 2560 2816 3072 2048 4096 3584 4096
Base Clock 1480 MHz 1417 MHz 1607 MHz 1000 MHz 1000 MHz 1126 MHz 1050 MHz 1000 MHz up to 1000 MHz
Boost Clock 1600 MHz 1480 MHz 1733 MHz 1076 MHz 1089 MHz 1216 MHz - - -
Texture Units 224 224 160 176 192 128 256 224 256
ROP Units 88 96 64 96 96 64 64 64 64
Memory 11GB 12GB 8GB 6GB 12GB 4GB 4GB 4GB 4GB
Memory Clock 11000 MHz 10000 MHz 10000 MHz 7000 MHz 7000 MHz 7000 MHz 500 MHz 500 MHz 500 MHz
Memory Interface 352-bit 384-bit G5X 256-bit G5X 384-bit 384-bit 256-bit 4096-bit (HBM) 4096-bit (HBM) 4096-bit (HBM)
Memory Bandwidth 484 GB/s 480 GB/s 320 GB/s 336 GB/s 336 GB/s 224 GB/s 512 GB/s 512 GB/s 512 GB/s
TDP 250 watts 250 watts 180 watts 250 watts 250 watts 165 watts 275 watts 275 watts 175 watts
Peak Compute 10.6 TFLOPS 10.1 TFLOPS 8.2 TFLOPS 5.63 TFLOPS 6.14 TFLOPS 4.61 TFLOPS 8.60 TFLOPS 7.20 TFLOPS 8.19 TFLOPS
Transistor Count 12.0B 12.0B 7.2B 8.0B 8.0B 5.2B 8.9B 8.9B 8.9B
Process Tech 16nm 16nm 16nm 28nm 28nm 28nm 28nm 28nm 28nm
MSRP (current) $699 $1,200 $599 $649 $999 $499 $649 $549 $499

The GTX 1080 Ti looks a whole lot like the TITAN X launched in August of last year. Based on the 12B transistor GP102 chip, the new GTX 1080 Ti will have 3,584 CUDA core with a 1.60 GHz Boost clock. That gives it the same processor count as Titan X but with a slightly higher clock speed which should make the new GTX 1080 Ti slightly faster by at least a few percentage points and has a 4.7% edge in base clock compute capability. It has 28 SMs, 28 geometry units, 224 texture units.

archoverview.jpg

Interestingly, the memory system on the GTX 1080 Ti gets adjusted – NVIDIA has disabled a single 32-bit memory controller to give the card a total of 352-bit wide bus and an odd-sounding 11GB memory capacity. The ROP count also drops to 88 units. Speaking of 11, the memory clock on the G5X implementation on GTX 1080 Ti will now run at 11 Gbps, a boost available to NVIDIA thanks to a chip revision from Micron and improvements to equalization and reverse signal distortion.

memoryeye.jpg

The TDP of the new part is 250 watts, falling between the Titan X and the GTX 1080. That’s an interesting move considering that the GP102 was running at 250 watts with identical to the Titan product. The cooler has been improved compared to the GTX 1080, offering quieter fan speeds and lower temperatures when operating at the same power envelope.

coolerperf.jpg

Performance estimates from NVIDIA put the GTX 1080 Ti about 35% faster than the GTX 1080, the largest “kicker performance increase” that we have seen from a flagship Ti launch.

perf.jpg

Pricing is going to be set at $699 so don't expect to find this in any budget builds. But for the top performing GeForce card on the market, it's what we expect. It should be on virtual shelves starting next week.

(Side note, with the GTX 1080 getting a $100 price drop tonight, I think we'll find this new lineup very compelling to enthusiasts.)

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NVIDIA did finally detail its tiled caching rendering technique. We'll be diving more into that in a separate article with a little more time for research.

One more thing…

In another interesting move, NVIDIA is going to be offering “overclocked” versions of the GTX 1080 and GTX 1060 with +1 Gbps memory speeds. Partners will be offering them with some undisclosed price premium.

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I don’t know how much performance this will give us but it’s clear that NVIDIA is preparing its lineup for the upcoming AMD Vega release.

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We’ll have more news from NVIDIA and GDC as it comes!

Source: NVIDIA

GDC: NVIDIA Announces GTX 1080 Price Drop to $499

Subject: Graphics Cards | February 28, 2017 - 10:55 PM |
Tagged: pascal, nvidia, GTX 1080, GDC

Update Feb 28 @ 10:03pm It's official, NVIDIA launches $699 GTX 1080 Ti.

NVIDIA is hosting a "Gaming Celebration" live event during GDC 2017 to talk PC gaming and possibly launch new hardware (if rumors are true!). During the event, NVIDIA CEO Jen-Hsun Huang made a major announcement regarding its top-end GTX 1080 graphics card with a price drop to $499 effective immediately.

NVIDIA 499 GTX 1080.png

The NVIDIA GTX 1080 is a pascal based graphics card with 2560 CUDA cores paired with 8GB of GDDR5X memory. Graphics cards based on this GP104 GPU are currently selling for around $580 to $700 (most are around $650+/-) with the "Founders Edition" having an MSRP of $699. The $499 price teased at the live stream represents a significant price drop compared to what the graphics cards are going for now. NVIDIA did not specify if the new $499 MSRP was the new Founders Edition price or an average price that includes partner cards as well but even if it only happened on the reference cards, the partners would have to adjust their prices downwards accordingly to compete.

I suspect that NVIDIA is making such a bold move to make room in their lineup for a new product (the long-rumored 1080 Ti perhaps?) as well as a pre-emptive strike against AMD and their Radeon RX Vega products. This move may also be good news for GTX 1070 pricing as they may also see price drops to make room for cheaper GTX 1080 partner cards that come in below the $499 price point.

If you have been considering buying a new graphics card, NVIDIA has sweetened the pot a bit especially if you had already been eyeing a GTX 1080. (Note that while the price drop is said to be effective immediately, at the time of writing Amazon was still showing "normal"/typical prices for the cards. Enthusiasts might have to wait a few hours or days for the retailers to catch up and update their sites.)

This makes me a bit more excited to see what AMD will have to offer with Vega as well as the likelihood of a GTX 1080 Ti launch happening sooner rather than later!

Source: NVIDIA

The Qt Company Announces Qt 3D Studio

Subject: General Tech | February 20, 2017 - 04:46 PM |
Tagged: vulkan, Qt, nvidia

NVIDIA has just donated their entire DRIVE Design Studio to The Qt Company, who will form it into Qt 3D Studio. This product will be a visual editor for 3D user interfaces, where layers of 2D and 3D objects can be created, animated, and integrated into C++ applications. It will take them a little while to clean it up for public consumption, but it will eventually be available under the commercial / open-source dual-license that users of Qt are accustomed to.

If you’re not familiar with the Qt Framework, then, basically, think of a cross-platform, open-source alternative to the .NET framework, although it is based in unmanaged C++. (It also competes with GTK+. This isn’t a major point, but I would like it to be clear that it’s not a two-person race between one proprietary and one open-source player.) When AMD updated their graphics drivers to Crimson Edition, and flaunted huge speed-ups, it was mostly because they switched the control panel's UI framework from .NET to Qt.

As an aside, The Qt Company joined the Khronos Group on the day that Vulkan launched, which was almost exactly a year ago, and they are actively working on integrating the API in their framework. Combined with today’s announcement, it’s not hard to imagine how much easier it will be, some day, to create efficient and beautiful UIs.

Update: Speaking of which, The Qt Company is apparently planning to release Vulkan support with Qt 5.10.