{"id":25420,"date":"2020-10-29T10:56:58","date_gmt":"2020-10-29T16:56:58","guid":{"rendered":"https:\/\/goldenti.com\/site\/?p=25420"},"modified":"2020-10-29T10:57:01","modified_gmt":"2020-10-29T16:57:01","slug":"las-amd-rx-6000-mas-rapidas-en-gaming-pero-mas-lentas-en-ray-tracing","status":"publish","type":"post","link":"https:\/\/goldenti.com\/site\/las-amd-rx-6000-mas-rapidas-en-gaming-pero-mas-lentas-en-ray-tracing\/","title":{"rendered":"Las AMD RX 6000, \u00bfm\u00e1s r\u00e1pidas en gaming, pero m\u00e1s lentas en Ray Tracing?"},"content":{"rendered":"\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/RDNA2Portada.jpg\" alt=\"Portada RDNA 2\" \/><\/figure>\n\n\n\n<p>Una de las novedades que trae consigo la&nbsp;<strong>nueva generaci\u00f3n de tarjetas gr\u00e1ficas de AMD<\/strong>, basadas en la arquitectura&nbsp;<strong>RDNA 2<\/strong>, es la capacidad para acelerar el&nbsp;<strong>trazado de rayos<\/strong>&nbsp;gracias a unidades dedicadas, algo que ya sab\u00edamos de antemano por declaraciones de AMD y por las especificaciones de las consolas de videojuegos de pr\u00f3xima generaci\u00f3n, pero con las RX 6000 el Ray Tracing ha llegado por fin a las Radeon de PC.<\/p>\n\n\n\n<p>Por fin AMD tiene tarjetas gr\u00e1ficas en la&nbsp;<strong>gama alta<\/strong>&nbsp;preparadas para competir contra la RTX 3080 de NVIDIA, y despu\u00e9s de una espera de dos a\u00f1os desde que NVIDIA introdujera el&nbsp;<a href=\"https:\/\/hardzone.es\/reportajes\/que-es\/rt-cores-ray-tracing-gpu\/\"><strong>RT Core<\/strong><\/a>&nbsp;en su arquitectura Turing, los usuarios ya tenemos una alternativa a NVIDIA de cara al&nbsp;<strong>Ray Tracing.<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">AMD RX 6000 vs NVIDIA RTX en Ray Tracing<\/h2>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/ComparativaRTNVIDIARDNA2.jpg\" alt=\"Comparativa AMD Ray tracing\" class=\"wp-image-510415\" \/><\/figure><\/div>\n\n\n\n<p>A partir de esta primera prueba de rendimiento podemos observar en qu\u00e9 posici\u00f3n del ranking se situar\u00eda la&nbsp;<strong>RX 6900 XT<\/strong>, y aunque en la gr\u00e1fica no se dice qu\u00e9 modelo es concretamente, se intuye que es la RX 6900 XT la que es comparada de t\u00fa a t\u00fa con las NVIDIA RTX.<\/p>\n\n\n\n<p>Hay que tener en cuenta que NVIDIA con las RTX 3000 ha duplicado la capacidad de c\u00e1lculo de los RT Cores respecto a los de la RTX 2000, adem\u00e1s el Ray Tracing se beneficia enormemente de las ALUs FP32, las cuales han sido duplicadas en las RTX 3000.<\/p>\n\n\n\n<p>En cambio, AMD parece haber adoptado una soluci\u00f3n con unas capacidades m\u00e1s cercanas a las de la RTX 2000 en lo que al trazado de rayos se refiere.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">AMD RX 6000: mejor en la rasterizaci\u00f3n, peor en el Ray Tracing<\/h3>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/webgl-triangle-pipeline.jpg\" alt=\"Rasterizado B\u00e1sico\" class=\"wp-image-496657\" \/><\/figure><\/div>\n\n\n\n<p>El algoritmo para generar los gr\u00e1ficos en los videojuegos en 3D desde mediados de los a\u00f1os 90 es llamado rasterizaci\u00f3n, donde APIs gr\u00e1ficas como OpenGL, Vulkan, DirectX y similares son abstracciones de esta forma de generar una escena en 3D.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/CargaDatosGraficos.jpg\" alt=\"Carga Datos Gr\u00e1ficos AMD Ray tracing\" class=\"wp-image-510406\" \/><\/figure><\/div>\n\n\n\n<p>En la rasterizaci\u00f3n, la etapa en la que hay una cantidad mayor de elementos a procesar es la que llamamos Pixel Shader en DirectX o Fragment Shader en OpenGL o Vulkan, la cual adem\u00e1s est\u00e1 asociada a hardware de funci\u00f3n fija como son las unidades de texturas, de rasterizado y los llamados ROPS o Raster Outputs.<\/p>\n\n\n\n<p>El&nbsp;<a href=\"https:\/\/hardzone.es\/tutoriales\/rendimiento\/ventajas-gpu-ray-tracing\/\">Ray Tracing<\/a>&nbsp;que utilizan los juegos actualmente es una combinaci\u00f3n entre este y la rasterizaci\u00f3n en el que ciertos problemas visuales, especialmente los relacionados con la iluminaci\u00f3n indirecta, son resueltos utilizando el trazado de rayos.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/NVIDIA-AmpereSM.jpg\" alt=\"Nvidia Ampere SM\" class=\"wp-image-503539\" \/><\/figure><\/div>\n\n\n\n<p>El trazado de rayos no hace uso de las unidades de funci\u00f3n fija sino de la potencia de c\u00e1lculo en bruto. Es por ello que las RTX 3000 dan mejores resultados en el Ray Tracing, no solo por su RT Core mejorado, sino tambi\u00e9n por el hecho de que en cada SM, el equivalente a las Compute Units en las GPUs de NVIDIA, tenemos 128 unidades FP32 contra las 64 por CU en las GPUs de AMD.<\/p>\n\n\n\n<p>Esto explica la diferencia de rendimiento en el trazado de rayos entre ambas arquitecturas.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Ray Accelerator Unit<\/h3>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/Ray-Accelerator-Unit.jpg\" alt=\"Ray Accelerator Unit AMD Ray tracing\" class=\"wp-image-510397\" \/><\/figure><\/div>\n\n\n\n<p>AMD ahora tiene su propio RT Core, el<strong>&nbsp;Ray Accelerator Unit<\/strong>, y hay uno por cada Compute Unit. Su trabajo es el mismo que el del RT Core de las NVIDIA RTX e incluso se encuentra en la misma posici\u00f3n dentro de la GPU que las NVIDIA RTX, como se puede ver en el siguiente diagrama:<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter\"><img decoding=\"async\" src=\"https:\/\/hardzone.es\/app\/uploads-hardzone.es\/2020\/10\/TuringSMDiagram.jpg\" alt=\"Turing SM organizaci\u00f3n\" class=\"wp-image-510424\" \/><\/figure><\/div>\n\n\n\n<p>Sin este tipo de unidades el trazado de rayos se vuelve tan lento que resulta inviable. Por ejemplo, en una GPU de la familia RX 6000, bajo el benchmark \u00abProcedural Geometry Sample application\u00bb del SDK del DXR, utilizando las Ray Accelerator Units el resultado es de 471 FPS, mientras que sin activar esto y a trav\u00e9s del \u00abSoftware DXR fallback layer\u00bb obtiene solo 34 FPS.<\/p>\n\n\n\n<p>Esto nos confirma lo esenciales que son este tipo de unidades para permitir algoritmos de Ray Tracing en las tarjetas gr\u00e1ficas dom\u00e9sticas.<\/p>\n\n\n\n<p>Fuente: hardzone.es\/noticias\/tarjetas-graficas\/amd-rx-6000-ray-tracing-rendimiento\/<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Una de las novedades que trae consigo la&nbsp;nueva generaci\u00f3n de tarjetas gr\u00e1ficas de AMD, basadas en [&hellip;]<\/p>\n","protected":false},"author":13,"featured_media":25421,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[],"class_list":["post-25420","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-noticas"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.1.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Las AMD RX 6000, \u00bfm\u00e1s r\u00e1pidas en gaming, pero m\u00e1s lentas en Ray Tracing? 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