Ultimate space simulation software

 
JKerman
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10 Sep 2018 16:52

I could do some AMD Radeon-based testing, I have an RX 480 with up-to-date drivers, 16 GB of RAM, and an i7-6700, so my PC should be able to handle it. I could do a thorough shakedown with all the different driver and GPU settings to help optimize performance.
 
Starshines
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14 Sep 2018 20:49

JKerman wrote:
I could do some AMD Radeon-based testing, I have an RX 480 with up-to-date drivers, 16 GB of RAM, and an i7-6700, so my PC should be able to handle it. I could do a thorough shakedown with all the different driver and GPU settings to help optimize performance.

I wish more of us could get in. I could say that I could test for extremely high end systems just like how you have the AMD high end GPU angle... Oh well, 9.9.0 will come when it comes :)
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DoctorOfSpace
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14 Sep 2018 21:08

Starshines, a 1080 isn't really "extremely high end" 
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vlad01
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14 Sep 2018 21:28

1080 is GP104, so actually from a technical standpoint a mid range.

I recently tested on 1080 and 6700K. It was decent but I wouldn't call it high end it still struggled some places when forcing higher settings at 1080p res.


Today some detailed content on the 20 series architecture came out and pushing the ray tracing parts aside there is quite a few architectural changes. I wonder if SE will need optimization for those changes?   20 series is much closer to Volta than it is to Pascal in it's architecture.
 
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DoctorOfSpace
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14 Sep 2018 22:54

vlad01 wrote:
Source of the post I wonder if SE will need optimization for those changes?


Only if Vladimir wanted to implement those new features and he would need a 20 series card to implement it. However Nvidia has said there will be benefits from the new architecture for standard rendering, but we'll find out in a week.
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vlad01
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14 Sep 2018 23:32

I am referring to the rasterization side changes, no new features but processing is handled a bit differently now.

It should be better but I would think there would be optimization required to leverage the changes to their potential in SE as with any bit of hardware.

We saw a similar thing with Volta when tested across many games, yes it was faster but no where near what it should of been from the bruit force of it's specification. These same changes in Volta are the ones in Turing for the rasterization side plus few other minor improvements.

Some of these improvements and designs follow what AMD already had for years and we know AMD's card get poorly utilized in most applications despite having the raw potential power to do well, this is because most things are optimized for the older traditional designs nvidia have used for years while neglecting the arguably better architectural design from AMD because market share from both dictate this.

So I reckon some games and apps will see little gain and other well optimized for it will excel as did with Volta Titan.   
 
JKerman
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15 Sep 2018 12:24

vlad01 wrote:
I am referring to the rasterization side changes, no new features but processing is handled a bit differently now.

It should be better but I would think there would be optimization required to leverage the changes to their potential in SE as with any bit of hardware.

We saw a similar thing with Volta when tested across many games, yes it was faster but no where near what it should of been from the bruit force of it's specification. These same changes in Volta are the ones in Turing for the rasterization side plus few other minor improvements.

Some of these improvements and designs follow what AMD already had for years and we know AMD's card get poorly utilized in most applications despite having the raw potential power to do well, this is because most things are optimized for the older traditional designs nvidia have used for years while neglecting the arguably better architectural design from AMD because market share from both dictate this.

So I reckon some games and apps will see little gain and other well optimized for it will excel as did with Volta Titan.   

Though, both graphics cards each have 1 major problem: The Titan is too expensive for most people, and the Volta is still in development(and is also probably too expensive).
 
vlad01
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15 Sep 2018 22:54

Yes Titan V is way expensive, there is no geforce Volta coming period, Volta is older and superseded by Turing, Turing is what replaces it and is based on Volta design for the raster and AI side. Turing also has the additional dedicated ray tracing elements, AI/Tensor cores are also based on Volta but cut down and somewhat refined to suit the RTX feature set.

Titan V being so expensive and different in it's raster architecture is why almost nothing is optimized for it. My point is that Turing shares Volta design so it will more than likely need some optimizing for to get the best out of it, it's not just a bigger pascal/maxwell.

It's raw FPU count and speeds are not that much more than pascal, far less than Titan V in fact. So the gains are mainly in the architectural changes, how much game engine optimization is need is my question and more directly is that applicable to SE?
 
Inarius
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20 Sep 2018 10:47

I wouldn't be surprised if we had a new devlog soon :)
 
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SpaceEngineer
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20 Sep 2018 16:46

 
Macronicus
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20 Sep 2018 17:20

SpaceEngineer wrote:


I expected something crazier but this is fine........wwwwweeeeeee!!!!!!!
To a Galaxy billion light-years away from a Dark World.
 
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NathanKerbonaut
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20 Sep 2018 17:50

SpaceEngineer wrote:

Very cool addition! :)
I like cute pokemon and space games.
My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=173
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Stellarator
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20 Sep 2018 19:34

I too like this new take on the interactive map. The old one was indeed way too cluttered for much use aside from small-scale stuff. I'm glad that there has been an update addressing this.
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PlutonianEmpire
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21 Sep 2018 23:15

Among the other identified problems, sometimes “cubes of stars” are visible (stars are generated in the cubic-shaped blocks – the octree nodes), and the transition between octree levels is accompanied by a sudden change in the luminosity of the stars.

What was done with planet surfaces, increasing the octree depth (iirc), can that be done with the cubic blocks too?
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JKerman
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22 Sep 2018 17:27

The way I see it, it’s just going to be more of these new ideas and the release won’t be for years. There’s a point where you just have to say, “okay, I’ve added enough, I should just get what I already have working and then release it.”

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