Unpacking 'RTX', 'NGX', and Game Support

One of the more complicated aspects of GeForce RTX and Turing is not only the 'RTX' branding, but how all of Turing's features are collectively called the NVIDIA RTX platform. To recap, here is a quick list of the separate but similarly named groupings:

  • NVIDIA RTX Platform - general platform encompassing all Turing features, including advanced shaders
  • NVIDIA RTX Raytracing technology - name for ray tracing technology under RTX platform
  • GameWorks Raytracing - raytracing denoiser module for GameWorks SDK
  • GeForce RTX - the brand connected with games using NVIDIA RTX real time ray tracing
  • GeForce RTX - the brand for graphics cards

For NGX, it technically falls under the RTX platform, and includes Deep Learning Super Sampling (DLSS). Using a deep neural network (DNN) specific to the game and trained on super high quality 64x supersampled images, or 'ground truth' images, DLSS uses tensor cores to infer high quality antialiased results. In the standard mode, DLSS renders at a lower input sample count, typically 2x less but may depend on the game, and then infers a result, which at target resolution is similar quality to TAA result. A DLSS 2X mode exists, where the input is rendered at the final target resolution and then combined with a larger DLSS network.

Fortunately, GFE is not required for NGX features to work, and all the necessary NGX files will be available via the standard Game Ready drivers, though it's not clear how often DNNs for particular games would be updated.

In the case of RTX-OPS, it describes a workload for a frame where both RT and Tensor Cores are utilized; currently, the classic scenario would be with a game with real time ray tracing and DLSS. So by definition, it only accurately measures that type of workload. However, this metric currently does not apply to any game, as DXR has not yet released. For the time being, the metric does not describe performance any publicly available game.

In sum, then the upcoming game support aligns with the following table.

Planned NVIDIA Turing Feature Support for Games
Game Real Time Raytracing Deep Learning Supersampling (DLSS) Turing Advanced Shading
Ark: Survival Evolved   Yes  
Assetto Corsa Competizione Yes    
Atomic Heart Yes Yes  
Battlefield V Yes    
Control Yes    
Dauntless   Yes  
Darksiders III   Yes  
Deliver Us The Moon: Fortuna   Yes  
Enlisted Yes    
Fear The Wolves   Yes  
Final Fantasy XV   Yes  
Fractured Lands   Yes  
Hellblade: Senua's Sacrifice   Yes  
Hitman 2   Yes  
In Death     Yes
Islands of Nyne   Yes  
Justice Yes Yes  
JX3 Yes Yes  
KINETIK   Yes  
MechWarrior 5: Mercenaries Yes Yes  
Metro Exodus Yes    
Outpost Zero   Yes  
Overkill's The Walking Dead   Yes  
PlayerUnknown Battlegrounds   Yes  
ProjectDH Yes    
Remnant: From the Ashes   Yes  
SCUM   Yes  
Serious Sam 4: Planet Badass   Yes  
Shadow of the Tomb Raider Yes    
Stormdivers   Yes  
The Forge Arena   Yes  
We Happy Few   Yes  
Wolfenstein II     Yes
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  • bernstein - Friday, September 14, 2018 - link

    a lot of this will also depend on what kind of silicon ends up in the next playstation & xbox generation...
  • Spunjji - Monday, September 17, 2018 - link

    Isn't that already pretty much pinned to AMD? AFAIK Navi is pretty much the consumer interpretation of AMD's PS5 design. Microsoft really aren't likely to jump ship because of their history with Nvidia.
  • Yojimbo - Saturday, September 15, 2018 - link

    I think Turing's price/perf ratio will be better than Pascal's. It's the increase in price/performance that is not spectacular. But since AMD isn't releasing anything at all, that doesn't reflect negatively on Turing in any way.

    I don't know why people are throwing around this "50% of transistors" idea. Where is this information coming from?

    Of course Turing will be crushed by a next generation of 7 nm GPUs that is architected equally as well, as such GPUs will have both additional time for architectural improvements and the advantage of a full node shrink. That will be true for both hybrid and raster-only rendering. And it would have been true for raster rendering no matter if RT cores were included or not.

    It sounds like NVIDIA is providing the DLSS service to developers for free. I'd expect DLSS usage to be widespread for any developers interested in making games geared towards the 4K market.

    I am guessing that Microsoft, at least, will want a raytracing-capable GPU in its next console. I doubt they would spend the effort to make the DXR API extension and then leave the technology out of their console, especially considering the convergence of console and PC gaming they seem to be pushing for.
  • jwcalla - Friday, September 14, 2018 - link

    This is probably my first disinterested nvidia launch. Tensor cores and ray tracing don't really get me excited. I can't imagine half a die used for that stuff. Do the graphics really look that much better? Does hyper-realism even matter?
  • Dizoja86 - Friday, September 14, 2018 - link

    It doesn't even have to be hyper-realism. Just the basic limitations you can see with rasterized reflections in the Battlefield V tech demo paints a strong case for the use of ray-tracing. Being able to see reflections of objects that aren't directly on the screen in front of you seems like an important thing to move towards.
  • HollyDOL - Saturday, September 15, 2018 - link

    classic rasterized shading and reflection is basically one big cheat on human eye. Imagine something along mp3 128kbit being 'cd quality'. Trying to get that cheat closer and closer to 'reality' is more and more a challenge and resource eater. Ray-Tracing _should_ be able to quite simplify the issue on development front in future. And that's not considering possible visuals quality raise.
  • Tamz_msc - Saturday, September 15, 2018 - link

    Lol, players are complaining that in BF V it is hard to distinguish between friendlies and enemies. Adding RTX reflections to the mix would just make it worse.
  • jwcalla - Saturday, September 15, 2018 - link

    Watching the Battlefield tech demo (and the others), I didn't think it added a lot of value. When you analyze it side-by-side with a magnifying glass, yes, you can see some differences. I just don't think they're that dramatic and in the heat of game play you're not even going to recognize it. The improvements to global illumination look good though.

    I just feel like the industry has lost a lot of focus.
  • RSAUser - Saturday, September 15, 2018 - link

    In a game like BF V, you're not just going to stand there looking at reflections, and it's going to hammer your frame rate/force you to go to 1080p or lower.

    I'd rather turn it off and have a high fps on 4k, tyvm, same as near everyone turned off hairworks for witcher 3, though with that it was at least single player so you'd sacrifice performance for visuals.
  • Dizoja86 - Friday, September 14, 2018 - link

    Sometimes I get frustrated with Anandtech, but being able to have these fantastic articles when new technology is released is why I keep coming back.

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