Yeah but its 25% larger than the 980ti and ‘only’ 100% more money… And yeah so what, margins are a bit lower on larger dies, you think they wouldn’t make more if they sold the die for their median price per sq mm of a big die, of about 800usd?
If all these components need to be bigger to fit the tensor cores and add ray-tracing support to cuda cores, then just drop the smaller dies and price points, and just sell biggger dies, for the same or slightly lower price per sq mm, make smaller margins, but because they sell more GPU they could make more overall.
They cant be making much on the $200-250 traditional X60 parts…
Yeah not so much eh, I don’t think its a quantum leap if every game level is covered in shiny puddles. I never thought of puddle reflections or bonnet reflections when hearing of ray tracing. I always thought windows, shadows, lighting, the way the object changes visually based on the lighting, mirrors, that sort of thing.
Take a car racing game for instance, you can have very realistic dirt/mud rain and stuff on the windscreen, think of a film of dirt being raytraced through. You could probably have very good looking fog/smoke on a battlefield game. Very good muzzle flashes and stuff… But never did I ever think they would cover the entire ground surface in water…
And trees, omg imagine the leaves on an immersive game like crysis. But cmon, reflections in puddles? I think when Ray tracing actually takes off devs will look at ways to implement far better effects at a lower price (like simply dynamic lighting). But of course this would require a standardized API sort of like we have now across consoles and PC…
Even if Nvidia controls 95% of the computer GPU market game devs aren’t going to want to do the lighting twice, once using game works and a second time using the console apis. So game works will just be tacked on dog poop.