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First impressions with the G2

First impressions with the G2
First off, this is a great headset. I feel privileged to have received it so early and am loving the experiences I am having with it.
This is going to be my daily driver until the next big leap in headsets, I do not regret pre-ordering it in any way and if you pre-ordered it, don't worry you will have great fun. The Reverb G2 is way better than the Rift S and Lenovo Explorer (that's all I have to compare it with). If I were given the choice, even with my criticisms, I would buy the G2 again - it is a generational leap, think PS1 vs PS2. It's not a PS3, but at least you can see what's going on.
With that said, I am going to be critical and compare the headset a lot to the Rift S, that doesn't mean it's bad, but it will hopefully provide some balance to the overwhelmingly positive reviews this headset got before release.
If you have any specific questions, games or experiments you want me to run, let me know and I'll add them to this.
I will be updating this as I clock more hours in the headset. For now I took the day off work and have spent an entire whole day playing mostly Half Life: Alyx, Onward and Boneworks. It's annoying (in a good way) because I want to play them through from the start but I also want to play them all right now. Feeling really enthused right now.
Notes
I realised that I was playing games using automatic resolution which may have masked the performance of the 5700xt. I will be extending the reviews to include what the performance and clarity looks like when sampling is set at 50%, 100%, 150%.
Looks like the auto setting had my games running at 40% super sampling. Just tried 150% super sampling in Skyrim and quick preliminary write up. I am blown away. It's seriously seriously unbelievable. People in the far away distance look like they would appear on a 1080p monitor. The game runs at 50fps though. I ran the stock game but I will be running through it using mods when I get to it properly.
FPS benchmark json files to read in the fpsVR viewer https://drive.google.com/file/d/1gjpoSQzg-0qdaqNiS-Ig1laNNM_gyjOW/view?usp=sharing
Specs
My computer is mid-ranged:
Motherboard Asus Prime B450-PLUS AM4 ATX
CPU AMD Ryzen 5 3600 6 Core
Graphics Card Radeon RX 5700 XT 8G
I believe the 5700xt graphics card performs around the same as a 1080ti or 2070
Context
My first headset was the Lenovo Explorer, so I started my journey in WMR and am used to the ecosystem. The "house on the hill" menu and the interconnectivity with Steam, etc.
Charmed by VR I upgraded to a Rift S, which I imagined would be a huge step up and it honestly wasn't. The Oculus software was a bit of a germ, only allowing me to install it on the C drive and all sorts of crap. Heavy, janky and my general experience with it was "finding the quickest route to Steam VR"
Setting up the Oculus play space was great, though. You'd do so from within the headset, where the headset passes through the outside world into the headset and I would point at the ground with the controller and draw the border on the floor. With WMR you have to hold your headset in your hand and walk around the perimeter of your play space with the headset at stomach height, tracing the border with it that way.
The Rift S controllers were the big step up from the Explorer. The Rift S had smooth, responsive controllers that felt very premium and of everything, they were the big upgrade from the Explorer.
Setting up the G2
We are all early adopters of VR and with that comes jank! It's a crazy cool technology and we put up with a little bit to get it all up and running. Might be worth not expecting a perfect plug and play experience right away, you may have some teething pains getting set up as I did, but everything ended up just fine.
After unboxing the headset, I quickly rushed to my computer and plugged it in. My motherboard has USB-C so I tried that. I was greeted with an error:
Your headset failed to start at 90Hz. Make sure your headset's cables are plugged in correctly
Error code: 13-14
This is no fault of HP, my 5700xt has been very janky for VR even with the Rift S. So I updated my graphics drivers to the latest "optional" (beta?) Radeon ones and that did the trick.
I got another error related to the USB-C port, so I used the included adapter and plugged the headset into a USB 3.0 port and everything was fine from there (note, the USB 3.1 port did not work either).
From there everything was working great and I jumped into Steam VR to start my session.
Steam VR 100% resolution
In Steam VR settings the 100% custom render resolution is 3164 x 3092 but I have been playing everything at "auto".
Windows has the resolution of the screen as 4320 x 2160 (2160 per eye). I assume this means that "100%" to steam is actually 150% super sampling.
I guess "auto" will downsample as required for my PC specs. I will try manually mess with the sampling settings.
First Impression
Holy Sh\t.) Holy Shi*t. Super high clarity. The screen was so bright. The colours are so vibrant. I kind of felt the difference was like opening your eyes fully when you'd been squinting the whole time you were in the Rift.
The FOV was slightly wider in the G2 and that's nice. The head tracking also feels a little tighter than the Rift and strangely I fell less discomfort/nausea in the G2.
I remember moving from the Explorer to the Rift and noticing the head tracking in the Rift being a bit worse and causing discomfort.
The headset itself is very well balanced, the straps are great and let me customise the headset to my head perfectly. It's well balanced and the foam cushion is nice - great for long play sessions - better than the Rift S for sure.
Sucks when getting other people to use the headset, I share it with my partner and adjusting it to her head every time is a little annoying, but the comfort boost is worth it. There are worse things in life than taking 30 seconds to adjust a strap - haha.
Cable length is great.
EDIT: I might be a little overly critical of the controllers because I had so much pent up expectations for the headset and after some play time they really didn't annoy me as much as I rag on them below, but nicer controllers would have been better for sure.
Controllers
The Feel
The controllers feel a little out of out of place with the rest of the headset, honestly. The headset itself is very very high quality, the plastics feel premium. The HP logo looks tasteful and lights up subtly. It feels like so much attention to detail was paid to the headset and then we get these toy controllers.
They feel cheap in the hand. The button clicks are shallow and feel like those little 2mm switches. Occasionally I wouldn't actually notice when I press a button because the click isn't very decisive. I worry about the longevity of the controller buttons.
Jitter
I have experienced the Jitter of the Lenovo Explorer and don't worry, the G2 is much better than the first round of WMR headsets.
They were jittering a little. I played around with the room lighting and the jitter was minimal.
For comparison, the Lenovo Explorer would jitter relentlessly to the point where often I couldn't play certain shooting games. The G2's jitter is very mild, not enough to compromise aim in a game. I also experienced jitter with the Rift S touch controllers and I would say this is 95% as close.
It had a minimal impact on my games - I spent about an hour playing sniper in Onward and I never noticed controller jitter, though it popped up in HL: A and Boneworks when using pistols and rifles. My room is mildly lit with lights on.
Haptics
Haptics were nothing to write home about but I don't mind them. Some people have been trash talking them but I'd rather have them than not have them.
They don't break immersion for me, but I know it's really important to some. They were a little noisy and feel between the Lenovo and Rift in terms of fidelity.
Compared to other reviews, nothing about the haptics was offensive to me, but it's possible I don't have a taste for quality haptic feedback.
Ergonomics
The ergonomics feel like larger Rift S controllers, which I am neutral about. They are a bit heavier than the Rift S controllers which might impact me on longer play sessions - or maybe I just need to go to gym.
Latency
I mentioned latency earlier, this was my bad. I messed around with the WMR settings (documented below) and that sorted it right out.
The latency is identical to the Rift S and practically undetectable.
Okay, moving onto games.
Beat Saber (2 hours)
I figured it'd be the fastest game to get set up with. No complex controller bindings and quick load times. I am not Beat Saber master but can complete most songs on expert.
The atmosphere immediately feels more awesome. The game pops more and started seeing details I never noticed before. The neon colours looked more explosive the fog felt more foggy, the dots more dotty.
The headset is visually smoother than the Rift S and the controllers tight and responsive. The G2 will not hold you back if you're coming from the Rift S. The controllers are a little heavy though and my poor frail wrists didn't like some of the faster songs.
The headphones are really nice, obviously better than the Rift S. The quality is okay, probably similar to $40 over ear sennheiser headphones.
I preferred to use my Sony 1000xm4 headphones whenever I played anything more immersive (like HL:Alyx, Onward or Skyrim). I definitely prefer the sound quality of dedicated headphones over the ones built into the G2 and would have rather traded down the built in headphones to Rift S style in exchange for better controllers.
It's disappointing that there isn't an AUX port on the headset so upgrading the audio solution isn't an option.
I will be trying to pair my headphones via Bluetooth and use them over the built in headphones soon.
Super Sampling
Some notes on the different sampling settings to give you an idea of the performance of the hardware when matched with this HMD.
Delivered 90fps all the way up to 150% super sampling https://imgur.com/a/Sbs3iRf

Half Life: Alyx

4+ hours
Quick note for 5700xt owners, the game is unplayable using Vulkan. The game flickers and dances, setting it to Direct X 11 fixed that. This was the same on the Oculus Rift S too.
I started playing this game on medium settings and bumped it up to ultra. Turns out the automatic resolution and game fidelity in the game engine is highly optimised. I turning off the auto adjustment via the console and ran the game at a fixed resolution. While not playable in the higher end resolutions, it looks crazy good. This headset has potential far above what the my hardware combination can deliver - but the game still looks amazing with the auto settings.
Using the automatic mode though, the detail in the game is STUNNING. I feel like I am playing it again for the first time. In that first scene on the balcony, I look down and can see people in the streets talking. I can see the feathers on the wings of the birds flying above me. It was spectacular.
I ran inside because I couldn't wait to play with the whiteboard markers.
Using the gloves to flick things to you was fine, using guns was great, reloading and gun play were all great.
I can not get over how incredible Half Life played. It was smooth as butter and the detail was unbelievable. I can not state this enough, unbelievable. I could read the text on the little microchips on the gloves.
The Vortogot looks craaaazy cool. You can see details in his eye as he blinks.
I found the level of detail so high that it increased the immersion.
I also felt less motion sickness when using continuous motion, but that might just be my VR legs getting a boost from my enthusiasm and on a long play through, the headset remained comfortable.
I pushed the settings up to Ultra with the render resolution set to auto. Will try again with different super sample settings.
Super Sampling
Some notes on the different sampling settings to give you an idea of the performance of the hardware when matched with this HMD.
Details
https://imgur.com/a/vA3HzbA
Low @ 50% Super
Felt smooth and playable 84fps average https://imgur.com/xRn8lQB
Medium @ 50% Super
Felt mostly smooth, action got a little choppy 74fps https://imgur.com/GdXQpV5
Ultra @ 50% Super
Pretty choppy, not playable 60fps https://imgur.com/8l1rz1c
Ultra @ 150% Super
The game looks unreal but you will feel significant discomfort 35fps https://imgur.com/DCAD2mG

Automobilista 2

30 minutes, seated, fanatec clubsport 2.5 racing wheel
My friend is a massive sim racing fan and he had a go with my G2. His exact words were
It feels like going from a CRT monitor to your first high definition LCD screen
He described that it changed the game for him and he was on the fence about upgrading from his Rift S but this is another level of immersion.
Personally, when sitting in the cockpit of the car, I could read the dials on the dashboard and they looked like reading text on a 1440p screen. No screen door effect and perfectly clear.
I can see considerably further down track and it's kind of like the upgrade between racing games for the PS1 and the PS2. You can see more, but it's still not a 4k 144hz monitor - not that I could afford the kind of PC needed to run that kind of headset.

Boneworks

2 hours
Dope dope dope dope dope dope dope dope.
Already loved this game but oh my god. The lines on the nullbody dudes are so crisp. In terms of performance, it ran, but struggled at some points.
The game did not come with controller bindings that worked for the G2. I spent 30 minutes stealing another binding and fixing it up for the HP controllers and intend to publish it to the Steam Workshop.
I spent 20 minutes in the arena and started a new story.
The game itself was perfect. Noticed no issues with gunplay, reloading/load weapons, time warp, movement, telekinesis. It felt very smooth and enjoyable.
The controller did get occasionally mildly jittery when aiming down the rifle, which I reset by dropping my aim down and bringing the sights back up. Didn't always fix it but yeah, hoping for a software fix to that.
As is customary in Boneworks, I have already punched my wall and can tell you the controllers are sturdy and can take a hit.
I felt less nausea than the Rift S and more comfortable in a long play session. When coming out of the Rift S, I would look like my face was sunburned around where I wore glasses (because of how tight the headset is on my face).
Super Sampling
Some notes on the different sampling settings to give you an idea of the performance of the hardware when matched with this HMD.
https://imgur.com/a/uSUUnfy
High settings @ 50% super
Smooth and playable 89 fps https://imgur.com/EBXNavD
100%
Yeah this is not playable. Any action would drop frames like crazy. 72fps https://imgur.com/O83Ksqd
150%
So so bad. The FPS average is brought up by the menus no doubt. 55fps average https://imgur.com/EBXNavD

Onward

2 hours
This headset is almost an unfair advantage. The view you get into the distance lets you spot people earlier. It's the only way I can play given they always spot me first close range - haha.
The buttons all mapped perfectly right away, which was nice.
All the basic expectations were met, grabbing the pistol from the hip while running was fine. Tablet over the shoulder was fine. Aiming was fine.
Grenade throwing was something I was anxious about but it's actually better than the Rift S.
It felt like the Rift S in all respects.
Using a rifle with a scope was the same as the Rift S - I had to hold my right controller in front, conscious of the tracking cameras. The higher resolution was very noticeable in the scope, very very clear.
Would be extra fun with a gun scaffold.
Gunplay was fine, though the larger controllers took a little adjusting to when I am used to not smacking together the Rift S controllers.
Once again, obviously, the visuals - oh my god.
It turned out to be a good test of the high resolution because looking down long distances in Onward (like down a street in Bazaar) in the Rift S, it would be hard to see people standing against the walls whereas the Reverb was much clearer, but still not perfect.
If the Rift was a 4 in clarity, the Reverb is a 7. It's honestly really clear.
Sitting in the spectating room and looking at the in game footage on the big screen, it looks like you're looking at a 1440p screen.
Super Sampling
Some notes on the different sampling settings to give you an idea of the performance of the hardware when matched with this HMD.
50%
Notes, FPS
100%
Notes, FPS
150%
Notes, FPS

Minecraft

5 minutes
Coming soon.
Quick first impression was that the settings don't seem to run the headset at it's full resolution, downsampling it heavily - any ideas how to override the resolution settings in Minecraft Bedrock?
Will need to dig into this and find out.

Skyrim

Coming soon

Star Wars: Squadrons

Coming soon

Suggestions for HP

Controllers
This headset is perfect in every way except the controllers feel a little bit cheap.
I realise it's too late for me but if HP were to offer a model of the Reverb with upgraded controllers with better tracking, also offering those controllers as an add on for existing headsets, you best believe I'd pre-order.
Off topic rant: Personally I don't see the fascination with AA batteries. I have been recharging my wireless controllers since ever and it's not like I died waiting for a controller to charge. I would prefer lighter controllers with built in lithium batteries but that's just my opinion.

Debugging for New Starters

Flickering screen and controller latency
Make sure you have your headset set to 90Hz in the WMR settings panel in the control panel. Windows might set it to 60 Hz and this will affect controller tracking, introducing latency and an annoying flicker.

https://preview.redd.it/kpc197e54jy51.png?width=821&format=png&auto=webp&s=9486ea6e7d1b62516fb7195bcb80a53595d29c0a
AMD Drive issues
If you're using an AMD GPU and you're greeted with this screen:
https://preview.redd.it/374pydu14jy51.png?width=1311&format=png&auto=webp&s=0586af11a3c349e0436330563688d8a46f91e56b
Make sure you download the latest "optional" drivers from AMD's website (they may be the mainstream version by the time you're reading this)


TODO

Halo/god rays
Sweet spot and edge clarity
Performance in fixed resolution gaming, try to get some numbers
Watch a movie on free cinema and report back on the clarity
submitted by apatheticonion to HPReverb

7

Nvidia RTX 3000 Series/Ampere Discussion Megathread

It's time to find out what Nvidia has to show us for RTX 3000/Ampere.
RTX 30-Series GPUs announced (3070, 3080, 3090)
LINK TO KEYNOTE: https://nvda.ws/32MTnHB

Specs:

Model CUDA Cores Boost Tensor Cores TGP* Bus Memory Price Release date
GeForce RTX 3090 10496 1700 MHz 328 350W 384bit 24GB GDDR6X $1499 USD 24 September
GeForce RTX 3080 8704 1710 MHz 272 320W 320bit 10GB GDDR6X $699 USD 17 September
GeForce RTX 3070 5888 1730 MHz 184 220W 256bit 8GB GDDR6 $499 USD October
GeForce RTX 2080Ti 4352 1635 MHz (FE OC) 272 250W 352bit 11GB GDDR6
*TGP is a measure of maximum power draw over time for the entire graphics card. It does not represent the maximum peak power draw.
Performance wise, Nvidia claims that:.
RTX 3090 is up to 1.5x faster than the TITAN RTX (similar to RTX 2080 Ti), and a Titan level card.
RTX 3080 is up to 2x faster than RTX 2080 and is the flagship Ampere GPU, to be compared to 2080Ti, 2080 SUPER.
RTX 3070 is faster than the RTX 2080 Ti and 1.6x faster than the RTX 2070
The required PSU wattage:
3090 = 750W
3080 = 750W
3070 = 650W
12-pin
A 12-pin adaptor will be sent with all 30-series cards. In order to power on the GPU correctly, Nvidia says you need to make sure to use two separate cables from the PSU and NOT a splitter. Reference here: https://imgur.com/a/qNqXga8
Nvidia says: "For power connector adapters, Nvidia recommends you use the 12-pin dongle that already comes with the RTX 3080 GPU. However, there will also be excellent modular power cables that connect directly to the system power supply available from other vendors, including Corsair, EVGA, Seasonic, and CableMod. Please contact them for pricing and additional product details."
Card Price Release Date
3070 $499 15 October
3080 $699 17 September
3090 $1499 24 September
GeForce RTX 3080 Founders Edition reviews (and all related technologies and games) will be on September 16th at 6 a.m. Pacific Time.
Other info from the keynote:
NVIDIA Reflex Optimize and Measure Latency in Competitive Games
NVIDIA Broadcast AI-Powered NVIDIA Broadcast App Noise Removal: remove background noise from microphone feed. AI network can be used on incoming audio feeds. Virtual Background: remove the background of your webcam feed and replace it with game footage, a replacement image, or blur. Auto Frame: Tracking head movements.
RTX IO GPU-Accelerated Storage Technology
NVIDIA Machinima
RTX Games
Fortnite with RTX
Minecraft
Cyberpunk 2077
Watch Dogs Legion
8K HDR Gaming
NVIDIA G-Sync 360 Hz Monitors
More info, and keynote presentations and announcements:
There are no preorders for the Founders edition cards.
Videos/thoughts/reviews:
Nvidia GeForce RTX 3080 Early Look: Ampere Architecture Performance - Hands-On! - Digital Foundry
NVIDIA RTX 3090, 3080, 3070 Founders edition first look - PCMR YT
NVIDIA. AMPERE. WOW. - Greg Salazar
NVIDIA just made EVERYTHING ELSE obsolete - Linus Tech Tips
NVIDIA RTX 3090, 3080, 3070 Specs, Cooler, Price, & Release Date - GamersNexus
Was the 3070, 3080 or 3090 worth the wait?? - JayZTwoCent
NVIDIA Ampere GeForce RTX 3090, RTX 3080 And 3070 Debut With Killer Gaming Performance
Title Text Article Video
8K HDR with DLSS https://nvda.ws/2QGhHp1 https://nvda.ws/34O5mYg
NVIDIA Reflex https://www.nvidia.com/en-us/geforce/news/reflex-low-latency-platform https://www.youtube.com/watch?v=WY-I6_cKZIY
Ultimate Play https://nvda.ws/34PDO4L https://nvda.ws/2GfLl2B
Broadcast App https://nvda.ws/2QHurvC https://nvda.ws/32F9aZ6
8K HDR https://nvda.ws/2YQiEzH https://www.youtube.com/watch?v=BMmebKshF-k
360Hz monitors -- https://www.youtube.com/watch?v=vAoTsrgfBik

Q&A

Nvidia ran Q&A thread on their subreddit: https://www.reddit.com/nvidia/comments/iko4u7/geforce_rtx_30series_community_qa_submit_you
Here is their collected assembly of questions from the users and replies from the engineers and PMs:
RTX 30-Series
Why only 10 GB of memory for RTX 3080? How was that determined to be a sufficient number, when it is stagnant from the previous generation?
[Justin Walker] We’re constantly analyzing memory requirements of the latest games and regularly review with game developers to understand their memory needs for current and upcoming games. The goal of 3080 is to give you great performance at up to 4k resolution with all the settings maxed out at the best possible price.
In order to do this, you need a very powerful GPU with high speed memory and enough memory to meet the needs of the games. A few examples - if you look at Shadow of the Tomb Raider, Assassin’s Creed Odyssey, Metro Exodus, Wolfenstein Youngblood, Gears of War 5, Borderlands 3 and Red Dead Redemption 2 running on a 3080 at 4k with Max settings (including any applicable high res texture packs) and RTX On, when the game supports it, you get in the range of 60-100fps and use anywhere from 4GB to 6GB of memory.
Extra memory is always nice to have but it would increase the price of the graphics card, so we need to find the right balance.
When the slide says RTX 3070 is equal or faster than 2080 Ti, are we talking about traditional rasterization or DLSS/RT workloads? Very important if you could clear it up, since no traditional rasterization benchmarks were shown, only RT/DLSS supporting games.
[Justin Walker] *We are talking about both. Games that only support traditional rasterization and games that support RTX (RT+DLSS).
Does Ampere support HDMI 2.1 with the full 48Gbps bandwidth?
[Qi Lin] Yes. The NVIDIA Ampere Architecture supports the highest HDMI 2.1 link rate of 12Gbs/lane across all 4 lanes, and supports Display Stream Compression (DSC) to be able to power up to 8K, 60Hz in HDR.
Could you elaborate a little on this doubling of CUDA cores? How does it affect the general architectures of the GPCs? How much of a challenge is it to keep all those FP32 units fed? What was done to ensure high occupancy?
[Tony Tamasi] One of the key design goals for the Ampere 30-series SM was to achieve twice the throughput for FP32 operations compared to the Turing SM. To accomplish this goal, the Ampere SM includes new datapath designs for FP32 and INT32 operations. One datapath in each partition consists of 16 FP32 CUDA Cores capable of executing 16 FP32 operations per clock. Another datapath consists of both 16 FP32 CUDA Cores and 16 INT32 Cores. As a result of this new design, each Ampere SM partition is capable of executing either 32 FP32 operations per clock, or 16 FP32 and 16 INT32 operations per clock. All four SM partitions combined can execute 128 FP32 operations per clock, which is double the FP32 rate of the Turing SM, or 64 FP32 and 64 INT32 operations per clock.
Doubling the processing speed for FP32 improves performance for a number of common graphics and compute operations and algorithms. Modern shader workloads typically have a mixture of FP32 arithmetic instructions such as FFMA, floating point additions (FADD), or floating point multiplications (FMUL), combined with simpler instructions such as integer adds for addressing and fetching data, floating point compare, or min/max for processing results, etc. Performance gains will vary at the shader and application level depending on the mix of instructions. Ray tracing denoising shaders are good examples that might benefit greatly from doubling FP32 throughput.
Doubling math throughput required doubling the data paths supporting it, which is why the Ampere SM also doubled the shared memory and L1 cache performance for the SM. (128 bytes/clock per Ampere SM versus 64 bytes/clock in Turing). Total L1 bandwidth for GeForce RTX 3080 is 219 GB/sec versus 116 GB/sec for GeForce RTX 2080 Super.
Like prior NVIDIA GPUs, Ampere is composed of Graphics Processing Clusters (GPCs), Texture Processing Clusters (TPCs), Streaming Multiprocessors (SMs), Raster Operators (ROPS), and memory controllers.
The GPC is the dominant high-level hardware block with all of the key graphics processing units residing inside the GPC. Each GPC includes a dedicated Raster Engine, and now also includes two ROP partitions (each partition containing eight ROP units), which is a new feature for NVIDIA Ampere Architecture GA10x GPUs. More details on the NVIDIA Ampere architecture can be found in NVIDIA’s Ampere Architecture White Paper, which will be published in the coming days.
Any idea if the dual airflow design is going to be messed up for inverted cases? More than previous designs? Seems like it would blow it down on the cpu. But the CPU cooler would still blow it out the case. Maybe it’s not so bad.
Second question. 10x quieter than the Titan for the 3090 is more or less quieter than a 2080 Super (Evga ultra fx for example)?
[Qi Lin] The new flow through cooling design will work great as long as chassis fans are configured to bring fresh air to the GPU, and then move the air that flows through the GPU out of the chassis. It does not matter if the chassis is inverted.
The Founders Edition RTX 3090 is quieter than both the Titan RTX and the Founders Edition RTX 2080 Super. We haven’t tested it against specific partner designs, but I think you’ll be impressed with what you hear… or rather, don’t hear. :-)
Will the 30 series cards be supporting 10bit 444 120fps ? Traditionally Nvidia consumer cards have only supported 8bit or 12bit output, and don’t do 10bit. The vast majority of hdr monitors/TVs on the market are 10bit.
[Qi Lin] The 30 series supports 10bit HDR. In fact, HDMI 2.1 can support up to [email protected] with 12bit HDR, and that covers 10bit HDR displays.
What breakthrough in tech let you guys massively jump to the 3xxx line from the 2xxx line? I knew it would be scary, but it's insane to think about how much more efficient and powerful these cards are. Can these cards handle 4k 144hz?
[Justin Walker] There were major breakthroughs in GPU architecture, process technology and memory technology to name just a few. An RTX 3080 is powerful enough to run certain games maxed out at 4k 144fps - Doom Eternal, Forza 4, Wolfenstein Youngblood to name a few. But others - Red Dead Redemption 2, Control, Borderlands 3 for example are closer to 4k 60fps with maxed out settings.
Will customers find a performance degradation on PCIE 3.0?
System performance is impacted by many factors and the impact varies between applications. The impact is typically less than a few percent going from a x16 PCIE 4.0 to x16 PCIE 3.0. CPU selection often has a larger impact on performance.We look forward to new platforms that can fully take advantage of Gen4 capabilities for potential performance increases.
RTX IO
Could we see RTX IO coming to machine learning libraries such as Pytorch? This would be great for performance in real-time applications
[Tony Tamasi] NVIDIA delivered high-speed I/O solutions for a variety of data analytics platforms roughly a year ago with NVIDIA GPU DirectStorage. It provides for high-speed I/O between the GPU and storage, specifically for AI and HPC type applications and workloads. For more information please check out: https://developer.nvidia.com/blog/gpudirect-storage/
Does RTX IO allow use of SSD space as VRAM? Or am I completely misunderstanding?
[Tony Tamasi] RTX IO allows reading data from SSD’s at much higher speed than traditional methods, and allows the data to be stored and read in a compressed format by the GPU, for decompression and use by the GPU. It does not allow the SSD to replace frame buffer memory, but it allows the data from the SSD to get to the GPU, and GPU memory much faster, with much less CPU overhead.
Will there be a certain ssd speed requirement for RTX I/O?
[Tony Tamasi] There is no SSD speed requirement for RTX IO, but obviously, faster SSD’s such as the latest generation of Gen4 NVMe SSD’s will produce better results, meaning faster load times, and the ability for games to stream more data into the world dynamically. Some games may have minimum requirements for SSD performance in the future, but those would be determined by the game developers. RTX IO will accelerate SSD performance regardless of how fast it is, by reducing the CPU load required for I/O, and by enabling GPU-based decompression, allowing game assets to be stored in a compressed format and offloading potentially dozens of CPU cores from doing that work. Compression ratios are typically 2:1, so that would effectively amplify the read performance of any SSD by 2x.
Will the new GPUs and RTX IO work on Windows 7/8.1?
[Tony Tamasi] RTX 30-series GPUs are supported on Windows 7 and Windows 10, RTX IO is supported on Windows 10.
I am excited for the RTX I/O feature but I partially don't get how exactly it works? Let's say I have a NVMe SSD, a 3070 and the latest Nvidia drivers, do I just now have to wait for the windows update with the DirectStorage API to drop at some point next year and then I am done or is there more?
[Tony Tamasi] RTX IO and DirectStorage will require applications to support those features by incorporating the new API’s. Microsoft is targeting a developer preview of DirectStorage for Windows for game developers next year, and NVIDIA RTX gamers will be able to take advantage of RTX IO enhanced games as soon as they become available.
RTX Broadcast
What is the scope of the "Nvidia Broadcast" program? Is it intended to replace current GFE/Shadowplay for local recordings too?
[Gerardo Delgado] NVIDIA Broadcast is a universal plugin app that enhances your microphone, speakers and camera with AI features such as noise reduction, virtual background, and auto frame. You basically select your devices as input, decide what AI effect to apply to them, and then NVIDIA Broadcast exposes virtual devices in your system that you can use with popular livestream, video chat, or video conference apps.
NVIDIA Broadcast does not record or stream video and is not a replacement for GFE/Shadowplay
Jason, Will there be any improvements to the RTX encoder in the Ampere series cards, similar to what we saw for the Turing Release? I did see info on the Broadcast software, but I'm thinking more along the lines of improvements in overall image quality at same bitrate.
[Jason Paul] Hi Carmen813, for RTX 30 Series, we decided to focus improvements on the video decode side of things and added AV1 decode support. On the encode side, RTX 30 Series has the same great encoder as our RTX 20 Series GPU. We have also recently updated our NVIDIA Encoder SDK. In the coming months, livestream applications will be updating to this new version of the SDK, unlocking new performance options for streamers.
I would like to know more about the new NVENC -- were there any upgrades made to this technology in the 30 series? It seems to be the future of streaming, and for many it's the reason to buy nvidia card rather than any other.
[Gerardo Delgado] The GeForce RTX 30 Series leverages the same great hardware encoder as the GeForce RTX 20 Series. We have also recently updated our Video Codec SDK to version 10.0. In the coming months, applications will be updating to this new version of the SDK, unlocking new performance options.
Regarding AV1 decode, is that supported on 3xxx series cards other than the 3090? In fact can this question and dylan522p question on support level be merged into: What are the encode/decode features of Ampere and do these change based on which 3000 series card is bought?
[Gerardo Delgado] All of the GeForce RTX 30 Series GPUs that we announced today have the same encoding and decoding capabilities:
They all feature the 7th Gen NVIDIA Encoder (the one that we released with the RTX 20 Series), which will use our newly released Video Codec SDK 10.0. This new SDK will be integrated in the coming months by the live streaming apps, unlocking new presets with more performance options.
They all have the new 5th Gen NVIDIA Decoder, which enables AV1 hardware accelerated decode on GPU. AV1 consumes 50% less bandwidth and unlocks up to 8K HDR video playback without a big performance hit on your CPU.
NVIDIA Machinima
How active is the developer support for Machinima? As it's cloud based, I'm assuming that the developers/publishers have to be involved for it to really take off (at least indirectly through modding community support or directly with asset access). Alongside this, what is the benefit of having it cloud based, short of purely desktop?
[Richard Kerris] We are actively working with game developers on support for Omniverse Machinima and will have more details to share along with public beta in October.
Omniverse Machinima can be run locally on a GeForce RTX desktop PC or in the cloud. The benefit of running Omniverse from the cloud is easier real-time collaboration across users.
NVIDIA Studio
Content creator here. Will these cards be compatible with GPU renderers like Octane/Arnold/Redshift/etc from launch? I know with previous generations, a new CUDA version coincided with the launch and made the cards inert for rendering until the 3rd-party software patched it in, but I'm wondering if I will be able to use these on launch day using existing CUDA software.
[Stanley Tack] A CUDA update will be needed for some renderers. We have been working closely with the major creative apps on these updates and expect the majority (hopefully all!) to be ready on the day these cards hit the shelves.
NVIDIA Reflex
Will Nvidia Reflex be a piece of hardware in new monitors or will it be a software that other nvidia gpus can use?
[Seth Schneider] NVIDIA Reflex is both. The NVIDIA Reflex Latency Analyzer is a revolutionary new addition to the G-SYNC Processor that enables end to end system latency measurement. Additionally, NVIDIA Reflex SDK is integrated into games and enables a Low Latency mode that can be used by GeForce GTX 900 GPUs and up to reduce system latency. Each of these features can be used independently.
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