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Nvidia releases the DXR driver with Pascal support today – we have the details and first benchmarks

Today, Nvidia is also opening this new DXR world to cards with Pascal chips, the driver makes it possible. However, it is also important to understand the limitations and circumstances if we want to take a look at the possible performance later. The technologies required for DXR, which Nvidia introduced at the same time as the new Turing cards, we have already presented in the basic article "Nvidia GeForce RTX 2080 Ti and RTX 2080 – what is really hidden behind Turing" down to the smallest detail Lit. In order to avoid unnecessary repetition slonger, I would therefore ask you to read this linked introduction if necessary, because it is not possible to do more precisely.

This driver allows all Pascal-based cards from a GTX 1060 6GB to also use the relevant features, at least to a certain extent. Things like DLSS that use neural networks will not be available to Pascal because the absence of specialized tensor cores cannot be replaced by emulation using the CUDA cores (see basic article). That's why I'm coming straight to DXR and what Nvidia is already using in games and tech demos and a brief explanation of the individual features, which of course can also occur in combination, depending on the application.

Of course, you have to separate between the general DXR workloads, i.e. the complex tasks in general and the RT workloads, which are then outsourced to the specialized RT cores. This is where the driver released today starts, because it also allows these ray tracing techniques to run on Pascal's normal CUDA cores. So all this can be summed up first of all in four major key themes:

The corresponding applications are still manageable in number, but there have become more. The following gallery will now show you selected applications and the technologies used. Precisely things like the bounces, i.e. back and forth rays in complex reflections, can almost maliciously cap the performance. But that's exactly where you, as a Pascal user, will have to think about what you really use in the respective game settings or what you will have to do. how high the DXR quality is screwed at all.


Of course, these individual functions can also occur in combination, which does not make the whole thing easier (and faster). Nvidia offers in-house benchmarks for the launch and since you only test your own maps here, you might be able to trust the story to some extent. Unfortunately, we could not test the driver and the appropriate demos in advance and so follow-up tests are probably due. But back to the games and the combination of the individual features:

For this purpose, Nvidia has also supplied the appropriate beams, which of course we have to take over first. OF course, DLSS only leaves Turing, so the Pascal cards have to do without it. But we already had that.


It remains to be seen how the users will accept this offer, because in the end it is also indirectly possible to deduce what a non-specialized hardware, e.g. on AMD cards, if… We will follow readers' reactions in any case, not just on our own page. Many differentiated opinions can certainly offer a better picture than I have been able to and will be able to do here. Because no one will be able to test all settings with each card alone. But outside the son seems too beautiful. Which would have made us quite elegant with the rays, i.e. the real ones. 🙂




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About the author

Igor Wallossek

Editor-in-chief and name-giver of igor'sLAB as the content successor of Tom's Hardware Germany, whose license was returned in June 2019 in order to better meet the qualitative demands of web content and challenges of new media such as YouTube with its own channel.

Computer nerd since 1983, audio freak since 1979 and pretty much open to anything with a plug or battery for over 50 years.

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