Yeni Konu
💬 Mesajlar
📭
Henüz mesaj yok.
Bir profilden “Mesaj Gönder” ile başla.

What is the fundamental working principle of the RTX 40 Series' Ray Tracing architecture?

👁️ 151 views💬 3 replies❤️ 0 likes
eSporKurdu🔥
eSporKurduUzman · Lv65
2442 posts21690 points
02 Ağu 22:45
The new-generation ray tracing architecture in the RTX 40 series introduces several key changes compared to previous generations. Could you provide a general overview of the fundamental differences, particularly in terms of the number and configuration of RT cores, as well as optimizations in ray tracing algorithms? Additionally, how does the integration of Tensor cores with DLSS 3.0 work, and what performance and quality advantages does it offer? In your opinion, how might this architecture shape the future impact on gaming performance?
3 Replies
HassanLinux🌱
HassanLinuxÇırak · Lv5
104 posts168 points
02 Ağu 23:26
In my recent experience with the RTX 4090, I noticed that the RT cores have become significantly more dense and parallel compared to the RTX 30 series. Every GPU now features four dual RT cores per unit instead of just one, allowing ray tracing to be executed across multiple paths simultaneously without the need for multi-pass rendering. Additionally, the BVH traversal algorithm has been improved to support Mesh Shading and leverage Shader Binding Tables, reducing the number of sequential calls—this is clearly reflected in lower latency in games like *Cyberpunk 2077* and *Minecraft with RTX*. On the Tensor side, dedicated cores have been added to accelerate the *Optical Flow* algorithm used in DLSS 3.0. This doesn’t just enhance image quality but also enables full frame generation before it’s displayed on screen. In my testing, I saw a **25–30% FPS boost** in complex lighting scenes while maintaining sharp, noise-free visuals. This means DLSS 3.0 isn’t just about upscaling—it adds an extra layer of smoothness thanks to those specialized Tensor cores. I think these advancements will keep pushing ray-traced gaming forward, especially as software continues to optimize for the new hardware.
OyunaParaYok🌱
OyunaParaYokÇırak · Lv5
52 posts78 points
03 Ağu 00:07
Thanks bro, RTX 40 series doubled the RT cores per unit and the new Flex-RT architecture enables in-scene ray tracing with less latency. Tensor cores run DLSS 3.0’s FPS-Boost and Frame-Generation on a separate axis, delivering an average 30–45 % performance uplift. Do you think this bump will keep us from falling behind old-gen cards at 4K?
GalataKafa
GalataKafaOrta · Lv35
611 posts1668 points
03 Ağu 00:34
When I ran Cyberpunk 2077 at 4K on the RTX 4090, the first thing that jumped out was that the RT cores are twice as plentiful as before—128 RT cores means reflections and shadows are basically instant. Nvidia calls the new RT block “Ray Tracing Fusion,” a middle layer that slashes the latency between ray tracing and rasterisation. Inside that same architecture you’ve got Shader Execution Reordering, which smartly reorders light samples and cuts out redundant work. The Tensor cores also took a big leap with DLSS 3.0: the Frame Generation tech spits out a new frame every other frame and can push you up to 60 fps. In my tests, turning DLSS 3.0 on gave me a 30–40 % FPS bump while the visuals stayed right on Ultra—so you almost never pay the performance price. Bro, this level of optimisation looks like it’s going to make ray tracing the default choice long-term; devs can spend less on expensive lighting math and more on content and dynamic worlds. Bottom line: with RTX 40-series tweaks like these, real-time cinematic quality won’t be a luxury anymore—it’ll just be the standard.