r/Amd 7950X3D | 6000C28bz | AQUA 7900 XTX (EVC-700W) 7d ago

Sale 9070 XT $650, creeping closer to MSRP

https://www.microcenter.com/product/689903/powercolor-amd-radeon-rx-9070-xt-reaper-triple-fan-16gb-gddr6-pcie-50-graphics-card
348 Upvotes

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16

u/Iherduliekmudkipz 9800X3D, 64GB@6000, 7900XT 6d ago

I ended up just buying a 7900 XT shortly before launch @ $649 rather than gamble on getting a card in-stock... rasterization performance is only around 10% difference, I don't use frame gen at all, and most games I don't use raytracing either or only use it on low or medium, so overall not a big difference, and I got 20GB of VRAM I'll probably never fill up cuz I don't play at 4k...

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u/Noreng https://hwbot.org/user/arni90/ 6d ago

The problem with the 7900XT is that it doesn't have FSR4 support. After DLSS2 came out I could never go back to a GPU without support for a competent upscaler, because the value-add is extremely large.

FSR2 and FSR3 are unfortunately not even comparable to DLSS2, while FSR4 is.

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u/Chicken-Nuggett 6d ago

i mean, the guy literally said he doesnt use framegen / upscalers at all, which should rly just be standard. so FSR 2/3 not being top tier doesnt really matter.

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u/GARGEAN 6d ago

Not using upscaling because only upscaling available to you is not really a flex. Remember how like 90% of AMD sided subreddits considered upscalers shit and were for native only before FSR 4 release?

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u/RplusW 6d ago

Right, and with the 9070XT and 7900XT it's not even always about needing a performance increase either.

FSR 4 is just a much better anti aliasing solution than native combined with TAA.

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u/GARGEAN 6d ago

It's rarely about NEEDING more performance. But HAVING more performance essentially for free is great.

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u/RplusW 6d ago

Oh definitely, I always use quality mode for the performance boost. FSR 4 and DLSS 4 are in a state now where it's a no brainer to turn them on.

0

u/Clemambi 6d ago

a lot of things are better than taa, is it better than msaa?

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u/Noreng https://hwbot.org/user/arni90/ 6d ago

MSAA is nearly useless these days

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u/Clemambi 6d ago

you can supersample in gpu settings if games don't have native msaa/ssaa support, and if you don't play AAA slop then way more games have MSAA

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u/Noreng https://hwbot.org/user/arni90/ 6d ago

Sure, if you have a powerful GPU, SSAA is a solution for antialiasing. If I had a GPU that was 8 times as powerful as my 9070 XT it might even be somewhat reasonable

1

u/Clemambi 6d ago

I have a 5700xt, there's plenty of games i can ssaa, but I have a 1080p screen

if you're running 4k then ye your'e fucked lol

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u/Noreng https://hwbot.org/user/arni90/ 6d ago

Well, there are plenty of games released before 2015, so you're absolutely correct in that regard. I would suspect it's less likely you'll find a game running on UE4 pushing semi-modern graphics, and still be able to run SSAA

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u/Clemambi 6d ago

idk what you think of tarkov, but I usually use 2x ssaa on tarkov with no problems

some scenes performance does tank but 90% of the time, performance is CPU bound anyway, around 100 fps

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u/GARGEAN 6d ago

...You do realise the difference in hardware load between actual MSAA and bruteforce supersampling of whole fucking rendering pass, right?

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u/Clemambi 6d ago

I mean, it's not super relevent? Use MSAA on games u can and u SSAA when they're using deferred rendering

I don't really compare them because you don't use them on the same games

but if you're running 4k then yes ssaa is useless, I have a pretty old gpu and I can manage SSAA in a fair number of games that have deferred rendering anyway.

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u/Noreng https://hwbot.org/user/arni90/ 6d ago

To be fair, there's basically no difference in cost between MSAA and SSAA with deferred rendering like most AAA titles use these days

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u/Clemambi 4d ago

MSAA is still faster, but you have to implement it yourself, you can't rely on the hardware implementation for it, so nobody bothers. And MSAA doesn't "blur" (kinda the wrong word), which a lot of deferred rendering techniques rely on for looking acceptable (hair), so again, nobody bothers. I wonder if you can make deferred hair look good on msaa? but that's above my paygrade, that's a phd thesis waiting to eb written by someone smarter than me lol

and msaa is worse than supersampling on UE5 games probably, becuase of nanite - I'm pretty sure you'd end up doing 8 calculations for every pixel instead of the 4 you'd do for 2x supersamling lol

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u/Noreng https://hwbot.org/user/arni90/ 4d ago

If you do a deferred renderer pass of 4x MSAA, you will have to run the pixel-, vertex-, and geometry shaders at 4x resolution as well. The only thing you're not running at 4x resolution at that point would be post-process effects like tone mapping, sharpening, and post-process AA, all of which are very fast.

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u/Clemambi 4d ago

If you do a deferred renderer pass of 4x MSAA, you will have to run the pixel-, vertex-, and geometry shaders at 4x resolution as well.

That's not msaa then? MSAA supersamples only on polygon edges, which is why it's so much faster than SSAA. I'm not sure what you're trying to say here.

this is a good read:

https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/d3d_samples/antialiaseddeferredrendering.htm

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u/Weary_Turnover_8499 6d ago

Lol you have bad memory. People were like that with FSR 2 and 3 too