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
Feeding the Beast (2018): GDDR6 & Memory Compression Closing Thoughts
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  • StormyParis - Friday, September 14, 2018 - link

    Fascinating subject and excellent treatment. I feel informed and intelligent, so thank you.
  • Gc - Friday, September 14, 2018 - link

    Nice introductory article. I wonder if the ray tracing hardware might have other uses, such as path finding in space, or collision detection in explosions.

    The copy editing was a let down.

    Copy editor: please review the "amount vs. number" categorical distinction in English grammar. Parts of this article, that incorrectly use "amount", such as "amount of rays" instead of "number of rays", are comprehensible but jarring to read, in the way that a computer translation can be comprehensible but annoying to read.

    (yes: "amount of noise". no: "amount of rays, usually 1 or 2 per pixel". yes: "number of rays, usually 1 or 2 per pixel".) (Recall that "number" is for countable items, that can be singular or plural, such as 1 ray or 2 rays. "Amount" is for an unspecified quantity such as liquid or money, "amount of water in the tank" or "amount of money in the bank". But if pluralizable units are specified, then those units are countable, so "number of liters in the tank", or "number of dollars in the bank". [In this article, "amount of noise" does not refer to an event as in 1 noise, 2 noises, but rather to an unspecified quantity or ratio.] A web search for "amount vs. number" will turn up other explanations.)
  • Gc - Friday, September 14, 2018 - link

    (Hope you're all staying dry if you're in Florence's storm path.)
  • edzieba - Saturday, September 15, 2018 - link

    " I wonder if the ray tracing hardware might have other uses, such as path finding in space, or collision detection in explosions."

    Yes, these were called out (as well as gun hitscan and AI direct visibility checks) in their developer focused GDC presentation.
  • edzieba - Saturday, September 15, 2018 - link

    One thing that might be worth highlighting (or exploring further) is that raytraced reflections and lighting/shadowing are necessary for VR, where screen-space reflections produce very obviously incorrect results
  • Achaios - Saturday, September 15, 2018 - link

    Τhis is epic. It should be taught as a special lesson in Marketing classes. NVIDIA is selling fanboys technology for which there is presently no practical use for, and the cards are already sold out. Might as well give NVIDIA license to print money.
  • iwod - Saturday, September 15, 2018 - link

    Aren't we fast running to Memory Bandwidth bottleneck?

    Assuming we get 7nm next year at 8192 CUDA Core, that will need at least 80% more bandwidth, or 1TB/s. Neither 512bit memory nor HBM2 could offer that.
  • HStewart - Saturday, September 15, 2018 - link

    I wondering when professional rendering packages support RTX - I personally have Lightwave 3D 2018 and because of Newtek's excellent upgrade process - I could see supporting it in future. I could see this technology do wonders for Movie and Game creations - reducing the dependency on CPU cpres
  • YaleZhang - Saturday, September 15, 2018 - link

    Increased power use is disappointing. Is the 225W TDP for 2080 the power used or the heat dissipated? If it's power used, then that would include the 27W power used by VirtualLink. So then the real power usage would be 198 W.
  • willis936 - Sunday, September 16, 2018 - link

    I've been in signal integrity for five years. I write automation scripts for half million dollar oscilloscopes. I love it. It's my jam. Why on god's green earth does nvidia think their audience cares about eye diagrams? They mean literally nothing to the target audience. They're not talking to system integrators or chip manufacturers. Even if they were a single eye diagram with an eye width measurement means next to nothing beyond demonstrating that they have an image of what a signal at a given baud rate should look like (it's unclear if it's simulated or taken from one of their test monkeys). If they really wanted to blow us away they could say something like they've verified 97% confidence that their memory interface/channel BER <= 1E-15 when the spec commands BER <= 1E-12 or something. It's just a jargon image to show off how much they must really know their stuff. It just strikes me as tacky.

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