Oof, the 7900 XTX only barely edges out the 4080 in raster performance by 2% at 1440p and 4% at 4K according to TPU. I was expecting a larger margin honestly.

And don’t even get me started on the XT. 15% less performance for 10% less price? And this is at the high end where extra performance is supposed to be at a premium. Even at $799 the XT would have been meh. Should have been $699.

It’s still the better value if you’re not big on RT, and it has some appeal since it shipped with DP 2.1, USB-C Display out, and AV1 encode support. But it sounded like it was going to also be faster than the 4080, not just slightly cheaper and only a few % faster.

@dave
Also, is it me, or do we live in an actual gaming clown show?
If ai understand it, almost all games are still on the level of last gen consoles, that can be matched by even Steam Deck at this point, so when it comes to gaming, these cards shouldn't be needed for another 6 years.

@LukeAlmighty @dave It's not just you. The GPU arms race was driven for years by cryptocurrency, not PC gaming. Like you said, the Steam Deck is now the default PC configuration in the minds of developers who like money, so most of this stuff won't be useful for games for many years.

@caekislove @LukeAlmighty A quick google search says they’ve sold “over a million” units. While you can call that a success for a mobile PC and argue that devs will make sure they have a Deck-compatible configuration, if we’re talking consoles that’s peanuts. The Wii U was considered a commercial failure and that still sold 13 million units.

@caekislove @LukeAlmighty The switch is probably the closest console “competitor” and that has sold almost 115 million.

@LukeAlmighty @dave @LukeAlmighty @caekislove nintendo is an established product that has earned the trust of its customers for decades. steam and nintendo should probably be gauged on different metrics. every time ive been an early adopter of some new tech brand it always bit me in the ass so i would expect it to take some time for steam to become competitve.
@PapaPole @dave @LukeAlmighty It's kinda sad that the gold standard for gaming hardware in the year of our lord twenty twenty two is glorified cellphone hardware. 😢

@caekislove @PapaPole @dave
I think it's good.
While I am not a big fan of "e-wase" argument, it is good to take things slow for a few years. It's not like new games are worth the investment anyway, and less demanding graphics might allow some more creative projects to grab the attention.

All the best games ran on total dog shit software so going from 128KB of RAM on the SNES, which had Mario Kart and Donkey Kong Country, games worth playing today, to 16GB of RAM on the PS5 is underwhelming. I’m not sure we need a 125,000-fold increase in RAM to render the blue hair on the mulatto transbian’s head but that’s just me.

@LukeAlmighty @NEETzsche @LukeAlmighty @caekislove @dave one problem is no one knows anything about memory management. even modern low poly indie games require more powerful machines than they should because everyone is just crossing their fingers that unity or godot will figure it out for them
I know a guy who went through one of the pages of the manual for a leaked 8th console SDK. In it one of the pages about compiler optimizations just said "don't bother using inline ASM or hand optimizing it the compiler knows best bro trust the compiler".
Follow

@PhenomX6 @PapaPole @caekislove @dave @NEETzsche
This video is literally called:
Someone improved my code by 40,832,277,770%

I think that should speak for itself about "compiler knows the best"
m.youtube.com/watch?v=c33AZBnR

@LukeAlmighty @PhenomX6 @PapaPole @caekislove @dave @NEETzsche The “compiler knows the best” is more about avoiding micro optimizations like the Duff’s device. Compilers are actually pretty good at optimizing code at the dozen-of-lines level. They’ll do loop unrolling, vectorization, and even deduce closed-form versions of given code. The reason inline assembly is frowned upon is that it makes the optimizer retarded; it won’t try to figure out what it does, so it acts like a fence in the code where optimizations on one side can’t affect optimizations on the other. That said, the optimizer optimizes what’s there. It can’t fix bad design, and it isn’t omnipotent to what you want. If you really need that sonic speed you should first make sure what you’re doing is “conceptually optimized” and then hand write assembly at the function level after you’ve started benchmarking for bottlenecks and taken into consideration the branch predictor and CPU cache.

Sign in to participate in the conversation
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.