![]() Four Xe-cores make up a slice, with the first Arc GPU expected to support up to eight slices. Each Xe-core contains 16 vector engines and 16 matrix engines. So, that Core i7-1185G7 would now have six Xe-cores. Intel said EUs were getting too large and unwieldy to use as a descriptor, so it will now adopt Xe-cores. For example, an 11th-gen Core i7-1185G7 features Iris Xe graphics with 96 EUs. Intel has previously used execution units to describe the graphics engines in its graphics chips. The answer is zero, because EUs are now gone. Intel moves from using EU or execution unit to Xe-cores. ![]() Right now, the company isn’t saying how many are jumping aboard the XeSS or Arc bandwagons. For XeSS to go anywhere, Intel has to secure developer support for it, as well as its cards. ![]() Having a new hardware feature is one thing getting developers to support it is another. But you won’t believe it until you see it yourself, so we’ve uploaded it to YouTube for you.Īre a lot of game developers supporting XeSS? From what we’ve seen, it looks pretty impressive. Intel says it’s possible to run an Unreal Engine demo with “no visible quality loss” using XeSS 4K vs. With XeSS, Intel will use machine learning and temporal feedback techniques to let Arc GPUs render a game at 1080p before increasing the resolution to 4K. Nvidia’s AI-based DLSS 2.0 turned the tide of opinion by allowing impressive 4K resolution gaming based on 1080p upscaling. Gamers and the media initially viewed advanced ray tracing features with skepticism and fear of slowdowns. Intel’s XeSS will compete with Nvidia’s DLSS 2.0. The first Arc will also feature mesh shading tier 2 and pixel sampling, and be DirectX 12 Ultimate-compatible. In short, Arc will have hardware ray tracing out of the gate. ![]() Each “slice” will feature a ray tracing unit of unknown performance, which will enable key features for ray traversal, bounding box intersection, and triangle intersection. Intel’s Alchemist Arc will have hardware ray tracing support. ![]()
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