NVIDIA GTX 1080 Unveiled

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the production value of games has really increased over the last several years partly it's because the video game market is now so big it's now a hundred billion dollars large and the game developers competing for your benefit competing for your business continues to make games better and better all the time the production value of games has gone up but recently in the last several years a second factor has really turbocharged it and that second factor is the fact that all of the game platforms in the world game consoles and PCs are now based on one unified architecture one basic architecture it is all exactly the same architecture as a PC today instead of fragmented architectures where it's impossible for game developers to over invest in any single platform and they have to dedicate a lot of their engineering to porting games over and over again now they have one single platform they can focus on one single architecture essentially the focus on as a result the production value of games has gone up dramatically and you can really see the difference the games that we're seeing now the technology is really quite spectacular there's just so beautiful physically based materials photogrammetry using photogrammetry technology they're able to essentially take photographs of the world reconstructed into 3d and turn it into a video game atmospheric lighting particle effects incredibly large worlds really really rich geometry raytrace shadows soft shadows high dynamic range lighting the games are just so beautiful today let's take a look at some so this is the first one this is Tom Clancy's division from Ubisoft I mean you would think that you're walking downtown New York okay maybe ten years ago it's cleaner now the snow looks like snow the snow falls like the snow would the matures are physically based and that's why they look so realistic the animation is fantastic the amount of geometry is just enormous the high dynamic range you would think you're looking at a photograph and so imagine imagine doing project Ansel and video Ansel on this and you can capture all kinds of beautiful moments okay let's take a look at another game this is a Laura Croft Laura to all of us we know her by her friends first names as a Tomb Raider physically based modeling of materials the geometry is so rich based on photogrammetry high dynamic high dynamic range lighting volumetric lighting you can see that the the light pierced through the atmosphere it's just really really beautiful just the amazing amounts of detail that we see in games today let's take a look at another one this is Electronic Arts Mirror's Edge look at look at the way the reflection is working off of the floor you really sense since the roughness on that for and the polish that I guess the ripples and the polishness of that floor the lighting is just beautiful the indirect lighting is amazing now you're outdoors you got high dynamic range the reflections in this game is particularly amazing real-time environmental reflection off of the water and this is how they do it okay that's terrific thank you so let's get this just gives you a small taste of the amazing quality production value of games today everything you were looking at just now everything you were looking at just now video game all of those games were fully maxed out in quality every single quality knob was maxed out and every single game was running over 60 Hertz all the time and that's why it looks so beautiful that's why so silky smooth that's why brings so much joy to all of us just makes you smile doesn't it it just makes you smile all of those games were running on the NVIDIA GeForce GTX 1080 [Applause] no sweat nice and easy everything's silky smooth also buttery ly it's buttery smooth so beautiful it just makes you happy it's hard not to be happy it's hard not to smile when you look at that just brings me enormous amount of pride and joy look what my kid can do so effortlessly just like that well let me tell you about this chip this chip is based on a new architecture we were working on for several years several thousand people have been working on this project now for more than two years this is the largest GPU endeavor the largest chip project endeavor the largest processor endeavor in the history of humanity the R&D budget was several billion dollars [Music] several billion dollars I am pretty sure you can go to Mars I'm pretty sure you can go to Mars several billion dollars the Pascal PACs just so much punch for several reasons the engineers have just done an amazing job first of all the architecture is the most efficient architecture we've ever created it's the most advanced architecture we've ever created and we're going to show you some amazing new technology that you've never seen before it's the world's first 16 nanometer FinFET GPU in production world's first it is also the world's first to use microns new g5x memory this memory is so fast it is so fast well what you're looking at that smear in the middle that's smear in the middle basically are the bits flowing in and out of our chip and to the g5x memory each one of those signals each one of those signals are only a hundred picoseconds wide 100 picoseconds that's 100 picoseconds is how long it takes light to travel one inch Colin takes light to travel one inch in that little bit of time our engineers have to make sure the data is transferred pretty much when you look at this thing on an oscilloscope it's pretty much just noise the fact that you could actually extract information out of this it's just unbelievable g5x the fastest DDR memory G DDR memory in the world the first built by micron in the third part the fourth part is craftsmanship thousands of engineers thousands of engineers have come up with thousands of ideas over the last several years and each one of them optimizes on what we already built in the past some of them working on break ground breaking new technologies Maxwell as you know was already the most energy-efficient GPU that's ever been made an energy efficiency and modern computing is exactly the same as performance if you're energy-efficient you are also high-performance so energy efficiency is of enormous importance and so we dedicate ourselves to thousands of small ideas thousands have wants small ideas and the reason for that is because as you know Moore's Law is running out of steam so you can't just take a design and go to the next node and all of a sudden you have more performance we have to do this now through enormous amount of dedication and enormous amount of craftsmanship thousands and thousands of small ideas and hundreds of big ones and a few groundbreaking ones while the craftsmanship of this project of Pascal has been like never before and then lastly I want to talk to you about brand new technology but let me show you a few things first Kress we should I can't show you the thousands of ideas that we worked on but I selected a couple and this is how we design the system around the Pascal GPU this is the system around the Pascal GPU don't forget when you pull energy out of your wall it's 120 volts it's a thousand Watts maximum however we take that AC power we reduce it down to DC and it's now one volt and nearly 300 amps and that one volt and 300 amps is being delivered at multi gigahertz and so the switching power supply design is incredibly hard to do this is probably one of the most complicated motors Artful most advanced switching power switching power supply that humanity does today well your goal is this with the billions of transistors that are switching at a few nanoseconds apiece our goal is to deliver essentially a DC power that DC power can never change depending independent of whether it's tomb raider running or accel running or division running a big explosion [Music] minesweeper it doesn't matter what you're running it has to deliver that clean power and whenever we do we don't deliver clean power you lose performance you lose energy efficiency you lose everything you've fought so hard to do so the delivery of clean power is incredibly important the white line is the last best in the world the white line and basically that envelope was maxwell gtx 980 the world's best GPU the world's best GPU is the best GP we've ever built and that variance is what we were able to achieve with gtx 980 notice gtx 1080 the variance has reduced dramatically it's almost essentially a solid line out of one out of one volt which is all we have to work with 100 millivolt ripple is all we see the second we want to deliver that efficiency that level of power that level of current across the entire operating range of our GPU don't forget these things are running incredibly fast and it's asked to burst into a level of performance almost instantaneously because as soon as you turn around maybe maybe you were looking at a nice quiet gentle brook and you turn around and there are ten monsters coming your way and you got to fire back immediately well the amount of graphics processing that changed all of a sudden is instantaneous and enormous well we have to deliver clean power and efficiently as long as we can all throughout that entire entire experience and so notice in the case of GTX 980 our efficiency it was excellent however the 1080 took at just another level well what do you get from all of that amazing new architecture 16 nanometer the world's first 1600 FinFET GPU the world's first g5x incredible engineering works my ship well what you get from that is this the 1080 is faster than a 980 SLI 1080 is faster than 980 SLI but a 1080 is way faster than the fastest in the world today the 1080 is even faster than a Titan X and you got to ask yourself right how much faster how much faster unbelievable amounts it is utterly insane it is insane the 1080 is insane it's insane it's almost irresponsible amounts of performance when all of it came together when all of it came together let's face it we designed it to do that we wanted it to do that we invested billions of dollars so that it could do that but you still know when the kid graduates and it does something amazing it still brings you an enormous amount of joy just so happy I'm just so happy look at that GTX 1080 it's faster than the Titan X naught by a little bit but a whole lot and with so much less power well basically what this says not only is 1080 the new king the Pascal family is going to be pretty amazing so the question is what are you going to do with all this well the first thing you're going to do with all this is you're going to enjoy every single game on the planet in this full maximum tricked-out configuration and you're gonna enjoy it nice and silky smooth and you're gonna smile all the time you're gonna have a dumb grin on your face like mine all the time all the time all the time but what else can you do what else can you do well we have a real we have a special treat I I just I love this man we've been together we've been working together now in our industry for a quarter of a century few few have made a greater contribution to the advancement of the technology in the art of video games than this man ladies and gentlemen please welcome Tim Sweeney [Music] now you don't get an introduction like that every day brother Paragon what is Paragon I don't know what you wait I don't know what you're talking about I don't are you are you are you are you one of the early early adopters early of pre viewers game testers a Paragon all right you too man all right so so anyways we could talk about all kinds of stuff we can spend here a weekend we can talk all night and then tonight after after this we will talk all night I mean there's so much that's happening in the game industry I mean one of the first things of course 25 years ago when we first started both of our companies and we're trying to bring revolutionize gaming with PC gaming there was a lot of technology to create that what there were a lot of issues in the industry but we worked through an enormous amount of it so the one thing that you and I really really share and is our belief that the PC gaming platform is an open platform is one of the reasons why innovation happens you know because you I what do you think about that yeah absolutely you know it's the openness of the PC platform that's made at the center of innovation for the entire technology in the industry for at least 30 years the GPU revolution started right here on PC before DirectX even with OpenGL and its predecessor libraries the VR revolution now is being driven on PC where the open architecture means that you can combine NVIDIA GPUs and VR headsets from multiple manufacturers together and everything just works it's it's an awesome platform which means that all purrs from a wide range of industries with wide range of games and different tastes can all contribute to it and you know amazing ways it's it's the world's best platform for for all kinds of gaming whether it's MMORPG whether it's a first-person shooters is going to be the best platform for VR it's it's just the best platform for a lot of different things for that very reason that that the entire world the smart engineers of the entire world can all contribute to making that platform better and because it's wide open it allows all of us to innovate at will yeah absolutely and at every point in history PC has always had the absolute best graphics hardware available that's an important point in the progress of the industry and it proves every year thanks to you thank you and so but if it's if if not for if not for Unreal Engine Unreal Engine all of that horsepower would be in the car and nobody would be able to enjoy it and so so I know that you know it is really not an understatement I think all of these people in the audience would surely agree that that if not for the Unreal Engine computer graphics today gaming graphics today wouldn't be nearly as beautiful nearly as advanced as it is and so so Tim we're here we were here to talk about and you know what you and I haven't spoken yet and I'm dying to know what you're gonna say and and so and we just never rehearsed that's our thing and so we are just talk onstage I mean the thing that that I'm dying to know is what are you what are the things that you can do when when you have graphics performance like a 1080 and you have capability like Pascal what are the type of things that we can look forward to in terms of the future of gaming graphics well you know this new level of performance you're delivering really bridges the gap you know historically there have been two branches of the computer graphics industry there's been you know world-class photo-realistic movie quality CG rendered offline you know at hours per frame on these you know very high-end server clusters and then there's been real-time graphics powering PC gaming but we're at the point now where we can ask can we not have both mm-hmm and so here here I'm looking at at something that photograph I mean it's an amazing photograph of I think this is this is what you guys do with your this is a character study this is how you guys designed the characters a Paragon yeah that's right you know Paragon is the new MOBA from Epic Games that combines the classical elements of MOBA gameplay with very high quality graphics and ways we go about designing new characters we create these visual prototypes to ask what is the absolute best visual fidelity we should strive for as a team we do a lot of these experiments they're off and running at one or two or five frames per second and we ask ourselves you know what is possible and then we strive to achieve that in real-time and this is what this is this is a character study of something you can do in 1 or 2 or 5 frames per second and so what are some of the special effects that we're looking at I mean how did you guys this looks amazingly beautiful what makes it beautiful well we're ceiling seeing a very realistic material model physically based material model that simulates the microscopic interactions between light and the properties of a material so you get really nuanced appearances to the metal on the character's armor and the light transfer through his skin the shading on the hair and all of these other physically-based effects which we now generate not by just sitting down and winging it but we actually study real objects in the real world hair of real people skin we got with photogrammetric you know utensils you know light meters and all sorts of other devices and actually measure the real world and then we iteratively improve what we have in the engine until we've actually matched it and achieved it so physically based materials we're looking at the skin shader obviously our skin has has has permeability so there's there's this notion called subsurface scattering light comes in picks up on some of the the tint of your of your blood and your flesh and then it scatters in all kinds of directions and it gives you that lively look instead of a chalky chalky cartoony look of skin the the the cloth is materially physically based and and looks like cloth and and the thing that's really really cool is it's just the the shiny material looks looks so real it just looks so incredibly real and so this is something that that today of course we can't enjoy in real time however however it sure would be it sure would be amazing if we can enjoy this Sunday in real time yeah perhaps some day you can create some GPU technology that will make it possible you know guys I that that is that's a challenge I think that's a challenge that's a challenge and you know Tim Tim I would like to just tell you that some day has arrived can we take a look at this please [Applause] [Music] [Music] [Music] you you [Music] [Music] what do you think now I hope you guys realize I hope you guys realize everything was running in real time that was not a movie that was computer graphics generated in real time courtesy of the amazing team that Tim leads at epic this is the future of graphics available today available to us Thank You Jay Thank You team good job Tim so amazing so amazing hey guys you know just just for kicks just for kicks let's take a look at some of the clocks could we you guys want to take a look at the clocks it's not their king guys see it I know it's it's it's it's insane it's ridiculous it's ridiculous the GPU is running air cooled air cooled the GPU is running at 2.1 gigahertz that is the fastest clocks of a GPU that has ever been achieved water-cooled or air-cooled air cooled or water-cooled I think the only the only faster is a Maxwell GPU immersed in liquid nitrogen and only barely and only barely because of the amazing craftsmanship because of the engineering that has been done on this product its overclocked ability is just incredible and look at that it's running at just a nice cool as a cucumber 65 degrees C 67 degrees C you guys added two degrees to the room you guys all of you added two degrees to the room incredible the invention of the GPU as as Tim was saying earlier the invention of the GPU the invention of programmable shaders has taken computer graphics to just an amazing level the technology is just really quite amazing today and notice just the amazing beauty that you see it's so realistic Tim and I we're up here talking just now and frankly we believe that in the next couple of years we're gonna leap across the uncanny valley that it's possible for us now to recreate humanity recreate human characters in a way that is not only realistic but utterly attractive and so this is a quite quite an amazing time with computer graphics but there's another revolution that's happening there's another revolution that's happening and it's really really a big deal just as we invented programmable shaders and GPUs and has enabled this level of computer graphics and realism there's another revolution that's happening as revolution of displays resolution of displays is going up the color depth of this place is going up with high dynamic range this place can now be curved this place could be put into a dome there's all kinds of display technology that's happening HMDs vrh MDS and also all kinds of other displays whether it's lenticular displays whether it's light field displays holographic displays there's all kinds of display revolution that's happening augmented reality VR all kinds of stuff and what is in common with all of them is the ability the need to be able to multi project a book project a particular scene into all kinds of displays in all into all of its displays and to project a particular object into multiple eyes at the same time into CTO scopic at the same time the ability to project one scene into multiple monitors is just not the way 3d graphics was designed the way 3d graphics works today you have a 3d world this virtual world the 3d world and we see it in a perspective view projected through a viewport that ultimately represents our canvas our monitor and so we see a 3d world it gets projected in a prospective way through a viewport and we see the object and we see the object in 3d but in the final analysis what you're looking at is a 2d image it's just a moving to the image and that 2d image is so beautiful and it's behaving in such a realistic way that it appears to be 3d it's mathematically in 3d its projected into a 2d display well this has some limitations because this particular pipeline really can only handle one viewport at a time and so what we've done is we've introduced created a whole new part of our system we call it the simultaneous multi-project type line now what we're doing from now on our GPUs will be able to simultaneously project the 3d world through 16 independent viewports that can be controlled independently 16 viewports with independent projections from 3d to 2d and then composite it in a way that you desire so that we can enjoy it in all kinds of interesting display technologies ok so simultaneous multi-project anat only is it 16 independent it could be projected into stereo simultaneously all in one pass now there's an alternative to doing this there's an alternative to doing this we can actually render each one of the viewports independently so that's one one obvious way of doing it we could render stereo one at a time and therefore lose half of the performance or require twice the number of GPUs to do so ok and we do that we do that on a regular basis today however with this new system whatever is rendered in in the world can now be projected into 16 independent viewports which can be controlled independently and we can also simultaneously project it into stereo so the question is what can we do with that the question is what can we do with that let's take a look at the first application so the first application is this so let me before I show you this is what notice this is you see the viewport that's surrounded by the green green lines the 3d world the virtual world okay the mathematical 3-dimensional world are the 3d objects up on top and you're looking at it through this viewport and it's transforming it through this viewport in a perspective correct way to the camera to the camera this is a virtual camera and ideal and conceptually that's where you're sitting conceptually that's where you're sitting and so now you're looking at the world through this viewport and that world is a 3d world however if you would like to well let's say Tom can we do this can we move it around move that viewport around okay so that basically that's how it works you're looking at a viewport this is the 3d graphics 101 okay 3d graphics 101 and basically every single GPU today every single graduate graphics pipeline today has one of those viewports and because it makes perfect sense because those viewport is basically our screen okay now one of the things we like to do is we like to have a much larger field of view we want to see a lot more okay and so we buy a couple more monitors and we have multi monitors and we now connect it into this view now you sit if this multi monitor now the modern monitors people who'd like to do this also enjoy large monitors and so now you have a 32 inch monitor three of them and pretty soon when you want to look left you got to look over there you got to look right you got to look over there and you can't see both sides of it and and the monitor spans basically your entire bedroom and it's kind of not the point what you really want to do what you really want to do is you want to have essentially a virtual surround system you want to be able to have the graphics the world wrap around you and so let's do that Tom let's wrap the the displays around you now notice now the displays are now wrapped around you however don't forget the original perspective correct projection was done with the monitors that were flat and now that you've warped the monitors around you that monitor the image that's projected on it is now wrong is now wrong and that's why when you guys enjoy world warcraft in that an amazing three 4k display and you see your entire kingdom right in front of you right when you wrap that display around you it looks warped when you're driving a virtual driving simulator or you're racing and you have surround displays all of the cars that go by are kind of distorted somehow and it just looks terrible okay the only thing you're getting out of it is you're getting that if you will blur in your peripheral vision and you get the sensation that you're in that world however everything is actually wrong in the two other displays and so there's an answer for that using multi projection technology because we can project into each one of those viewports independently with independent projections we can make it look right okay now there's a solution for this today just by three graphics cards mm-hmm and in fact that's what people do you can buy three graphics cards and if you can get the game if you can get the game to project it into into each one of those displays correctly you will have surround surround surround view however with GT X 1080 with Pascal we can now do one single pass into three independent projections and now you get surround graphics surround view for free and I can't imagine a better price than free unbelievable okay so one benefit of multi projection independent viewport projections all done simultaneously no performance degradation well let's see this in action okay Wow well Jensen the best way to really take a look at this is to take it a look at it in an application so what you're looking at here is a monitor that we've got in the back here and it's it's exactly the traditional way you'd see the game on a single monitor but Sean if you can rotate to the right slowly pan to the right what you're seeing here go ahead and stop right there a little bit further to the right sorry this is the way games look today and Jensen what you can see is on the floor there's that very clear of Kadesh can I show you guys just stop for a second Sean so it's a Tom stop for a second okay sure can I just show you you see you see this right here that right there that looks Wiki wonky that's a technical term for that's wrong that's a technical term for this room that is clearly wiki wonky okay now now the way that solved that the way to solve that of course this was originally remembered this was originally projected into three panels that were all planar and so the original projection is actually correct and if you sat in the middle of that projection and you look out to that far corner it actually looks correct and it actually is correct however when you now bent the monitors inward so you can actually see it so that you can actually see it it the projection is no longer correct and so Tom could you do this can you correct it absolutely so Shawn give me some correction dang look at that okay so so what your so what you're now seeing what you're now seeing is essentially out the window it's almost like you're looking out a window and this particular window is a display next to you and let's go to Tom could you can you swipe me to the other side absolutely shun rotate the camera slowly to the left and let's take a look at the gigantic virtual window into this world it actually dramatically increases your field of view and you're it's like you're in this plaza somewhere in Italy right it's it's really just fantastic and notice the tables aren't work the chairs aren't warped well let's let's go back to the way it was okay turn it off Johnson oh no it's painful it's painful oh no please give way simultaneous multi-project yeah okay all right thank thank you Tom Thank You Shawn can I you want to do this okay it's hot I'm clean hot though how do you feel Tom we talked earlier remember it's pretty exciting though III get a little goose-bumpy when I look at it is this on the Internet all right all right so so John Todd what should you know you know what you're looking at Tom yeah fish is it me or is it can I can I just Tom yeah could I do this for a second yep may I just finish absolutely all right all right thank you all right so so where what is this what what what do we have can can we go back to the original slide please Tom please the original slide the weight the way go back to the slide the slide okay so now we have we have Tom you do it what's that okay so let me just explain what I think we're looking at here this is VR and in VR you actually um I was being sarcastic oh I wish I could see your face I bet it's not happy guys I'll go right back hey Tom hey Tom yeah yep no no he's the my he's my best guy you just see some of the other guys [Applause] okay so Kent can I so so we saw we saw multi projection into three displays and the fact that we could we could display into those projecting to the three three displays three viewports and be able to independently control them allows us to fixed the warped a distortion that otherwise would have existed there are other other ways that we could use simultaneous multi-project example if we're in in in VR okay King V if you can just go to the VR but don't do anything please Tom if we can go to the VR configuration but please don't do anything now well no well houses without the lens there you go I'll let you know when it's the next thing to do okay absolutely all right thank you all right and so I'll pay you double suite up in I'll give you whatever you want just let me finish my job before Dreamhack actually starts okay so this is this is using multi projection multi projection of the same world now into two eyes into two eyes okay now when you're seeing something in stereo of course you see two different projections now why why this is really valuable now before we before I tell you why this is really valuable for for us to do the independent viewport control the way that you enjoy the art is you put a lens because your eyes are so close to the display you can't focus on it and so you put a lens in front of it you put a low lens it's like a magnifying glass and now you can enjoy the display that's literally an inch away from your eyes and you could look at that display however as you know all lenses have Distortion all lenses have Distortion and so let's go ahead and put the lenses in and so what you I was hoping to see Distortion Tom and I didn't rehearse this which which which i think is apparent which is apparent and so what you should see what you should see is this you have your projected into the beginning the front of the lens if when it comes out of the back of the lens it's now distorting the way that we solve that problem is we pre distort we pre distort the image we stretch it out all really far on the edges we pre distort the image then now when it goes into the lens when you look at it it actually looks right the problem with that the problem with that is that because we rendered all these stretched out pixels that we are never going to show you never see it we rendered it for nothing we wasted a whole lot of performance and you know that it is so difficult to achieve performance at all in the first place with VR we're trying to achieve 90 frames per second and it's so difficult to do so and so as a result we can't afford to waste any pixels the way we solved that problem is this instead of those two projections that you see we turn those two projections into four projections per eye into four projections per eye then we orient those four projections in such a way we orient those four projections in such a way such that the image is distorted properly coming in and we don't have to stretch it all out we don't have to stretch it all out so we we distort effectively the viewport transform we distort the viewport transform and now that it goes through the lens it comes out on the other end sorry it comes in sir I know sorry it's coming in not work we still love you Tom there you go we still love you and so now notice what's actually happening the the two viewports the two projections are now broken up into four projections each and each one of the four projections are configured to be lens matched we call that a lens match shading and so as a result the four the two projections became eight projections but they're all single pass anyhow and they're configured so that it distorts the image properly and now we render and shade and process each one of the pixels in the most conservative possible way no waste whatsoever to waste as little processing as power as possible the flipside of not wasting the flip side of not wasting is you get a huge boost in performance you get a huge boost in performance and so it just depends on which what what what experience we're talking about it could be 40 50 60 percent boost in performance and so here you are you have you have GeForce GTX 1080 that's already way faster than a Titan X and then now you get multi projection through your stereo you get a huge boost on top of that you get a huge boost on top of that well as I mentioned earlier not only do we get multi projection on 16 different viewports all configured independently all in one pass all done in the pipeline we can also project to both eyes in stereo in one pass we can also project in one pass and so let's take a look at the implication of that and so now you're you're looking at a particular experience this is VR experience and this is a very very very lovable monster it has it has an enormous amount of geometric complexity the more geometry you have of course the Richard the character looks the more geometry you have the more lighting you have to do the more shadowing you have to do and so the amount of processing is actually quite significant you know remember you're running this on a 1080 this is now the fastest GPU in the world you're running on a 1080 and now it's as you can see there's a little bit of stuttering let's take a look at the framerate counter please this is on a 1080 running about 6070 frames per second now 6070 frames per second is really really fantastic but not in VR when you're in VR and you're you want to see everything in 90 frames per second 90 frames per second so is silky smooth so the latency is as short as possible any stuttering really gives you a little bit you know kicks you out of out of that that sensation of virtual presence and so you really can't afford to have any stuttering now let's turn on single pass stereo let's just enjoy this monster let's let's just enjoy the presence of this monster she's so beautiful could be a he could be a she no I would not call this Tom hey Tom I'm not doing this this is the audience it's the audience 96 frames per second single pass stereo unbelievable all of this because of multi projection ladies and gentlemen some simultaneous multipe rejection all kinds of interesting displays coming out the revolution of programmable shading brought computer graphics to where it is today but the next generation of computer graphics is really being immersed in the environment it's really about being able to take computer graphics and put it into the physical world so we're gonna see amazing holographic displays all of those display technology requires a brand new way to project 3d into our eyes multi projection simultaneous multipe rejection pascal brand new technology a brand new type of graphics pipeline for computer graphics i'm super excited about it now when you compare that when you put all that stuff together ten eighty pascal the amazing craftsmanship and simultaneous multipe rejection gtx 1080 is twice the perf and three times the energy efficiency versus a titan x [Music] twice the performance of a Titan next three times the energy efficiency and crazy amounts of overclock ability just crazy that is the GTX 1080 we're so proud of it I'm so proud of all the engineers I've made it possible we made a small video for you that's right [Music] [Music] ladies and gentlemen the new king gtx 1080 [Music] [Applause] unbelievable twice the performance of titan x three times the energy efficiency need the clicker everything's going so smoothly tonight everybody unbelievable twice the performance of a titan x our thousand dollar flagship product today 1080 is twice the performance and three times the energy efficiency ladies and gentlemen the gtx 1080 [Applause] ix teraflops 8 gigabytes of g5x the world's first g5x memory from micron 599 dollars MSRP the nvidia designed founders edition $6.99 gives you crazy overclocked ability amazingly beautiful design I hope you love it twice the performance of Titan X and three times the energy efficiency general availability around the world May 27 but I have more gtx 1070 6.5 teraflops eight gigabytes of g5 memory faster than a tight necks faster than a titan x 379 dollars MSRP and for the nvidia designed founders edition for 49 available all over the world june 10th the best best GPU architecture we have ever created the best GPUs we have ever designed this is really really a special moment so that's it we talked about four things today our mission our mission is to build computing technologies for the most demanding users in the world for gamers for designers for artists for scientists for dream hackers today we're so happy to take it to the next level this is the work of several thousand engineers almost three years billions of dollars of Rd and we announced four things the world's first in-game camera system do you guys love it and video answer a major upgrade to VR works major upgrade to VR works including physics including physics based haptics and very importantly the world's first real time physically modelled acoustic simulation engine VR works audio the second announcement VR works major update and so that we can all celebrate and enjoy it we've created a VR experience it's going to be available on Steam and we're gonna as soon as we release it we're also going to open source it so that we can all make it amazing third a brand new generation of GPUs a new generation of architecture Pascal the best that we have ever made the best GPUs we've ever designed today we're announcing the 1080 and the GTX 1070 and lastly a brand new revolutionary graphics technology called simultaneous multi-project allows us to take graphics into all kinds of cool new display technologies so that we can enjoy it whether it's in surround with the correct perspective projection or with incredible performance in VR and there are so many more new projector technologies and display technologies coming Pascal is going to be ready for all of that so that's it everybody have a nice night welcome to - hi
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Channel: Steve_At_Hypothermia
Views: 65,932
Rating: 4.7950821 out of 5
Keywords: NVIDIA GeForce GTX 1080, NVIDIA, GeForce, GTX, 1080, GTX 1080
Id: VipvF26XRNY
Channel Id: undefined
Length: 55min 2sec (3302 seconds)
Published: Sat May 07 2016
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