NVIDIA Pascal SMP Technology Tested - Big Performance Gains
NVIDIA Pascal graphics card were launched back in May along with a range of new graphics technologies. Ane of those new technologies is known as Simultaneous Multi-Project or SMP in brusque. The tech allows massive operation increment in VR titles thank you to a dedicated engine in the Pascal core. With VR titles increasing twenty-four hour period after day, SMP can prove to exist a killer feature for Pascal based graphics cards.
NVIDIA SMP Engineering on Pascal Cards Offers Leap in Graphics Performance in VR and Multi-Monitor Titles
Back during the GeForce ten series launch, NVIDIA discussed SMP in much particular. SMP can allow faster geometry processing past enabling Pascal graphics cards to pass such information through 16 projections from a single view - indicate. Information technology can also offset the viewpoint for stereo applications such as VR, assuasive upwards to 32 projections. This single pass stereo feature, the geometry processing and projection for each eye can be done in one pass, speeding upward GPU render time.
For case, Oculus Rift can brandish a total of 4.2 MPixels only not all of it will exist displayed per heart. SMP renders only 2.8 MPixels using a conservative preset which allows faster operation by displaying frames which are being seen. SMP besides delivers 2 times the geometry processing by applying geometry earlier the picture is rendered. All of this leads to better performance figures with Pascal's new and modern architecture design that is geared for VR and Multi-monitor gaming.
Lens Matched Shading
Uses Simultaneous Multi-Projection to provide substantial performance improvements in pixel shading. The feature improves upon Multi-res Shading by rendering to a surface that more closely approximates the lens corrected paradigm that is output to the headset display. This avoids the operation cost of rendering many pixels that are discarded during the VR lens warp post-process.
Single Pass Stereo
Traditionally, VR requires submitting and tessellating the geometry in a scene twice, in one case for each eye. Simultaneous Multi-Projection streamlines this by assuasive geometry to be shared across both eyes. The GPU takes the geometry, processes information technology once, then projects 1 viewport for each heart. This means the tessellation and vertex shading work is only processed once, reducing the GPU'due south geometry workload by one-half.
SMP Offers Upwards To twenty% Performance Boost on GeForce GTX 1080 Graphics Bill of fare
Computerbase performed some in-depth tests in iRacing, an online car simulator that supports NVIDIA SMP. While this championship isn't VR enabled, it does support SMP in Multi-Monitor setups. Simultaneous Multi-Projection saves geometry processing fourth dimension past having to process it beyond all monitors at once rather than individually. It helps relieve GPU resources and increases performance in such case.
The ii graphics cards that were tested included the GeForce GTX 1080 and GeForce GTX 1060. The GTX 1080 got a good xx% increase in performance with anti-aliasing disabled. With AA enabled, the operation rose up to 17%. Similar gains were reported by Computerbase on the $249 US, GeForce GTX 1060 graphics card. Tests were performed on 5760 x 1080 resolution across three full-Hd monitors.
NVIDIA SMP Applied science performance on Pascal cards. (Epitome Credits: Computerbase)
While iRacing uses a very early on implementation of SMP, information technology still does bear witness a decent gain in performance. Once it matures, information technology can immensely help Pascal based cards perform meliorate in VR and multi-monitor titles. At that place are also some minor fixes that NVIDIA plans to release for SMP support in the nigh time to come when more titles start using the new tech.
Source: https://wccftech.com/nvidia-pascal-smp-technology-tested/
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