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{"id":3125594,"date":"2020-05-17T16:45:00","date_gmt":"2020-05-17T14:45:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/nvidia-gtc-2020-keynote_themen_mit_gaming-bezug_raytracing-tech-demo_und_ampere-mikroarchitektur\/3125594"},"modified":"2024-05-13T12:03:25","modified_gmt":"2024-05-13T10:03:25","slug":"nvidia-gtc-2020-keynote_themen_mit_gaming-bezug_raytracing-tech-demo_und_ampere-mikroarchitektur","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/nvidia-gtc-2020-keynote_themen_mit_gaming-bezug_raytracing-tech-demo_und_ampere-mikroarchitektur\/3125594","title":{"rendered":"Nvidia GTC-2020-Keynote: Themen mit Gaming-Bezug, Raytracing-Tech-Demo und Ampere-Mikroarchitektur"},"content":{"rendered":"

Am vergangenen Donnerstag hat Nvidia die GTC-2020-Pr\u00e4sentation in digitaler Form nachgeholt und dabei die A100-GPU auf Basis der Ampere-Architektur vorgestellt<\/a>. Hierbei handelte es sich um einen leistungsstarken Grafikprozessor f\u00fcr Rechenzentren. Konkrete Angaben zur n\u00e4chsten GeForce-Grafikkarten-Generation (RTX 3000) wurden trotz vieler Vermutungen und “geleakter Daten<\/a>” nicht gemacht<\/a>. <\/p>\n

Bei der Ank\u00fcndigung der ersten RTX-Grafikkarten verfuhr Nvidia \u00e4hnlich. Zun\u00e4chst wurde die Rechenzentrum-Version (Nvidia Volta) vorgestellt und einige Monate sp\u00e4ter folgte die Ank\u00fcndigung der RTX-Turing-Grafikkarten f\u00fcr Spieler. Ob die Vorstellung der neuen Grafikkarten noch in diesem Jahr folgen wird, bleibt abzuwarten. Die RTX-Grafikkarten wurden im August 2018 im Vorfeld der gamescom pr\u00e4sentiert. Fest steht jedenfalls, dass die 7nm-Ampere-Mikroarchitektur f\u00fcr alle Grafikkarten der n\u00e4chsten Generation verwendet werden soll (einheitliche Mikroarchitektur laut Marketwatch<\/a>). Die Ver\u00f6ffentlichung wird angeblich f\u00fcr das 3. Quartal 2020 vorbereitet, da die AIB-Partner (Grafikkarten-Hersteller, die Chips von AMD oder Nvidia nutzen) laut Techradar<\/a> ihre Lagerbest\u00e4nde r\u00e4umen w\u00fcrden, um Platz f\u00fcr die Einf\u00fchrung von Nvidia-Ampere-Produkten vorzubereiten.<\/p>\n

Die Spiele-bezogenen Ank\u00fcndigungen hielten sich bei der GTC-Keynote (Aufzeichnung<\/a>) von Nvidia-Frontmann Jensen Huang (nur echt mit Lederjacke) in Grenzen, sollen aber nachfolgend zusammengefasst werden. So kam der Chef von Nvidia auf die Raytracing-Implementierung am Beispiel von Minecraft RTX (wir berichteten<\/a>, mehrfach<\/a>) und auf die Verbesserungen von DLSS zu sprechen. Zu Beginn erkl\u00e4rte er die grundlegende Funktionsweise von DLSS – und wie Deep-Learning-Technologien zur Hochskalierung der Aufl\u00f6sung von Bildern verwendet werden und wie die Machine-Learing-Programme anhand der “Wahrheit” lernen (Details zu DLSS 2.0<\/a>). DLSS ist im Raytracing-Zusammenhang sehr wichtig, da Raytracing sehr rechenaufw\u00e4ndig ist und der Rechenaufwand nat\u00fcrlich mit der gew\u00e4hlten nativen Aufl\u00f6sung zusammenh\u00e4ngt. Wird das Spiel z.B. nur in 720p berechnet, ist logischerweise weniger Rechenleistung als in 1440p erforderlich (gut f\u00fcr Raytracing). Die Hochskalierung z.B. von 720p auf 1440p wird dann via DLSS (Deep Learning Super Sampling) realisiert, wobei das Verfahren auch explizit ohne Raytracing funktioniert. Der Nvidia-Chef zeigte in dem Zusammenhang die Steigerung der Bildqualit\u00e4t von DLSS 2.0 im Vergleich zu DLSS 1.0. Version 1.0 sorgte bei h\u00f6heren Aufl\u00f6sungen zwar f\u00fcr einen ordentlichen Schub bei der Bildwiederholrate, oft aber auf Kosten der Bildsch\u00e4rfe und stellenweise mit seltsamen Artefakten bei sich bewegenden Objekten. <\/p>\n

Nach der Zusammenfassung der weitgehend bekannten Entwicklungen im GeForce-Spiele-Bereich wurde eine spielbare Tech-Demo gezeigt, die als Blick in die Zukunft angesehen werden k\u00f6nnte (siehe Video unterhalb dieses Absatzes). Die Tech-Demo, die schwer an “Marble Madness” erinnert, soll die Leistungsf\u00e4higkeit auf der Omniverse-Plattform<\/a> (3D-Production-Pipeline) von Nvidia in Echtzeit veranschaulichen, mit hochdetaillierten Objekten, vollst\u00e4ndiger Raytracing-Beleuchtung, aufw\u00e4ndiger Physik-Berechnung und keine f\u00fcr das “Echtzeit-Gaming” normalweise vorgenommenen Vereinfachungen zur Reduktion der Komplexit\u00e4t von 3D-Szenen. Auch viel KI-Unterst\u00fctzung kam in der Demo zum Einsatz. Die Tech-Demo lief auf einer Quadro RTX 8000 – einer knapp 6.000 Euro teuren Grafikkarte mit 48 GB GDDR6-Speicher f\u00fcr professionelle Grafikanwendungen inkl. dedizierter Raytracing-Recheneinheiten wie in den RTX-Grafikkarten (Quadro RTX 8000<\/a>: 72 RT-Recheneinheiten; GeForce 2080 Ti: 68 RT-Recheneinheiten).<\/p>\n","protected":false},"excerpt":{"rendered":"

GTC-2020-Keynote: Themen mit Gaming-Bezug, Raytracing-Tech-Demo und Ampere-Mikroarchitektur<\/p>\n","protected":false},"author":549,"featured_media":3125595,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_title":"Nvidia: GTC-2020-Keynote: Themen mit Gaming-Bezug, Raytracing-Tech-Demo und Ampere-Mikroarchitektur","_yoast_wpseo_metadesc":"Am vergangenen Donnerstag hat Nvidia die GTC-2020-Pr\u00e4sentation in digitaler Form nachgeholt und dabei die A100-GPU auf Basis der Ampere-Architektur vorgestellt. 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