👀不穿的可达鸭 zzm13707117033
苍穹何以
关注数: 1 粉丝数: 12,627 发帖数: 73,659 关注贴吧数: 3
576.02更新后,悟空大圣变身时游戏会随机崩溃 5系列独享拚好帧x2 x3 FG+游戏随机崩溃 Open Issues: [GeForce RTX 50 series notebook] Resume from Modern Standy can result in black screen [5204385] [RTX 50 series] Cyberpunk 2077 will crash when using Photo Mode to take a screenshot with path tracing enabled [5076545] [RTX 50 series] Red Dead Redemption 2 crashes shortly after starting a game in DX12 mode. No issue in Vulkan mode [5137042] [RTX 50 series] Colors may appear slightly saturated in games when in game-resolution is below native resolution of monitor and display scaling is set to 100% [5158681] Forza Horizon 5 lights flicker at night time [5038335] Track corruption in Forza Motorsport in benchmark or night races [5201811] [RTX 50 series] Hogwarts Legacy may display flickering when Frame Generation is enabled [5216455] [RTX 50 series] Portal RTX displays rainbow colored artifacts after updating to GRD 576.02 [5108472] [RTX 50 series] [Final Fantasy VII Rebirth/Monster Hunter Wilds] Game may crash during shader compilation after updating to GRD 576.02 [5230492] [RTX 50 series] Horizon Forbidden West freezes after loading a game save [5227554] GPU monitoring utilities stop reporting GPU temperature after waking PC from sleep [5231307] [RTX 50 series] Marvel Rivals displays broken shadows when Global Illumination set to "Lumen GI - Ultra Quality" or "Lumen GI - High Quality" [5231701] Flickering/corruption around light sources in Ghost of Tsushima Directors Cut [5138067] [4/19新增][RTX 50 series] Lumion 2024 may crash when entering render mode [5232345] [4/19新增][RTX 50 series] [黑神话:悟空]: 悟空变身时游戏会随机崩溃 [5231902]
致50系公测玩家的感恩信 尊敬的公测玩家们: 时光匆匆,我们共同走过了这段意义非凡的公测时光。在此,我们怀着万分感激与些许愧疚的心情,向每一位参与此次公测的玩家致以最诚挚的感谢。 此次公测,我们仅提供了极为珍贵的公测资格,且每个资格定价 35000 元。这一决定背后,是我们对游戏品质的高度自信,也是对能够参与其中的玩家的一种特殊承诺。而你们,用坚定的选择和无畏的支持回应了我们,成为了这场游戏探索之旅中最勇敢的先驱者。你们的信任,如同一束束温暖的光,照亮了我们前行的道路;你们的付出,更是我们不断进步的动力源泉。 然而,让我们深感痛心的是,尽管我们在公测前进行了大量的准备和测试工作,但游戏中还是出现了一些 BUG。这些问题或许影响了你们畅快的游戏体验,让原本精彩的冒险之旅蒙上了一层阴影。也许是关键时刻技能的异常卡顿,打乱了你们精心策划的战斗节奏;也许是某些场景的加载失误,让你们错失了欣赏绝美风景的机会。每一个问题的出现,都如同扎在我们心上的一根刺,让我们无比自责。 但令我们感动不已的是,面对这些问题,你们展现出了令人敬佩的包容与理解。你们没有一味地抱怨指责,而是积极地向我们反馈遇到的各种情况,详细地描述 BUG 的表现和出现的场景。你们的每一份反馈,都饱含着对游戏的热爱和期待;你们的每一条建议,都如同珍贵的宝藏,为我们指明了改进的方向。 为了弥补这些不足,我们的技术团队第一时间紧急集结,日夜奋战在修复 BUG 的第一线。他们如同技艺精湛的工匠,对游戏的每一行代码、每一个数据都进行了细致入微的检查和调试。经过无数个日夜的努力,目前大部分已知的 BUG 已经得到了妥善修复,游戏的稳定性和流畅性也有了显著提升。同时,我们也进一步完善了测试流程和机制,加强了对各种极端情况的模拟测试,力求在未来为大家提供一个更加完美的游戏环境。 我们深知,此次公测的不完美给大家带来了一些不愉快的体验,但请相信,这只是我们成长道路上的一次磨砺。我们将以此次经历为契机,不断反思和总结,持续提升游戏的品质和服务水平。我们承诺,在未来的日子里,会以更加严谨的态度对待每一个细节,以更加创新的思维打造更加精彩的游戏内容。 最后,再次感谢每一位参与公测的玩家。是你们的支持和鼓励,让我们有勇气面对挑战;是你们的信任和期待,让我们有动力不断前行。期待在正式上线的那一天,能为你们呈现一个更加绚丽多彩、更加完美无缺的游戏世界,与你们一起开启全新的冒险篇章!
分析称RTX 50系列显卡或面临供应短缺, 英伟达与合作伙伴沟通存 英伟达在CES 2025发布了基于Blackwell架构的GeForce RTX 50系列游戏显卡,桌面平台首批共五款产品,分别为RTX 5090、RTX 5080、RTX 5070 Ti、RTX 5070、以及合规版RTX 5090 D。按照英伟达公布的发售计划,首发产品包括旗舰级的GeForce RTX 5090和RTX 5090 D,以及次旗舰级的RTX 5080,将于1月30日上市。据TECHPOWERUP报道,有报告指出,英伟达的合作伙伴并没有准备足够的库存,RTX 5080、RTX 5090和RTX 5090 D首发上市的供应量很有限,这种情况可能要持续三个月。有厂商表示,部分型号预计要等到2月中旬才能送到,甚至无法赶上1月30日的开售时间,希望玩家对这种情况可以理解。 有业内人士透露,造成这种情况的主要原因,是英伟达与合作伙伴之间的沟通出现了一些问题,另外还有中国农历春节因素的影响,预计情况要等到2月才会有所改善。此外,RTX 5070 Ti将会在2月下旬到来,可以预见RTX 50系列显卡的供应短缺情况可能会持续一段时间。 此前有报道称,RTX 50系列显卡首发供应量有限,这一点在RTX 5090上尤为明显。英伟达已经根据特定标准对零售商做了分层划分,对哪些零售商能收到首批显卡做了限制,部分地区的零售商不但没有首发,可能第二、第三批货也不一定有,预计要在几周后才收到首批产品。 如果玩家想首发购入新一代显卡,大概率需要登记排队,而且每人可能限购一块。外界猜测一方面可能库存有限,另一方面可能是为了阻止串货转售,将GeForce RTX 50系列显卡用于构建AI服务器。
strix halo大改了CCD互联方式 AMD SOC架构师的采访 George Cozma: So, let's start with Strix Halo. Let's start with the CPU side, what's different about the Zen 5 here compared to say, I don't know, desktop Zen 5? Mahesh Subramony: Yeah, I mean, first off, I think putting that chip together has been a life's dream over the time. I think ever since we did the merger a long time ago with ATI to bring graphics in-house, we've always talked about building a big APU of sorts where we could match the CPU performance and the GPU performance on a single package and deliver that in the form factor that you see today. And took quite a few iterations to kind of get it to where it is right now to get that right value that we thought bring to the end user. And yeah, so it took four iterations to get here. And so we're glad we're here. And it had to check a lot of boxes because at the end of the day, it had to meet the needs of the consumer. And so we're very aware of that. The CPUs on here, they have the same DNA. It's still Zen 5. It's still the same architecture, but we needed to pay more attention to power. So the CCDs that are featured to a first order in the desktop part, they have an actual PHY that connects the two dies. And so there is there's actually a distance that it needs to travel. It's a SERDES and you're able to go some distance between the two. That's how we've always connected the two. And that's a low cost interface, if you will. It is a high bandwidth interface. But that had low power states that could only take it so far. And you had retraining and latency implications every time the chip went down and came back up and so on. So for an always on kind of a desktop kind of machine, that seemed like the best interconnect to connect that as we try to build this into an APU. The first thing we had to do was to change the interconnect between the two dies. And so the CCD that you see here, the core die that you see here, has a different item. That's the first change. That's a sea of wires. We use fan out, we're for level fan out in order to connect the two dies. So you get the lower latency, the lower power, it's stateless. So we're able to just connect the data fabric through that connect interface into the CCD. So the first big change between a Granite or a 9950X3D and this the Strix Halo always the die to die interconnect. Low power, same high bandwidth, 32 bytes per cycle in both directions, lower latency. So everything that and almost instant on and off stateless because it's just a sea of wires going across. So it's a little [bit of a tradeoff] of course, the fabrication technology is more expensive than the one over there [points to a 9950X3D], but it meets the needs of the customer and the fact that it has to be a low power that can actually connect. 大意:以前的CCD间通讯要经过数据 串行化-传输-去串行化 过程,简化了布线,但是增加了延迟和功耗。 strix halo,得益于扇出封装,CCD间通讯直接并行连接,代价跟上面反过来,海量的布线增加,但有更低的延迟和功耗。
strix halo大改了CCD互联方式 AMD SOC架构师的采访 George Cozma: So, let's start with Strix Halo. Let's start with the CPU side, what's different about the Zen 5 here compared to say, I don't know, desktop Zen 5? Mahesh Subramony: Yeah, I mean, first off, I think putting that chip together has been a life's dream over the time. I think ever since we did the merger a long time ago with ATI to bring graphics in-house, we've always talked about building a big APU of sorts where we could match the CPU performance and the GPU performance on a single package and deliver that in the form factor that you see today. And took quite a few iterations to kind of get it to where it is right now to get that right value that we thought bring to the end user. And yeah, so it took four iterations to get here. And so we're glad we're here. And it had to check a lot of boxes because at the end of the day, it had to meet the needs of the consumer. And so we're very aware of that. The CPUs on here, they have the same DNA. It's still Zen 5. It's still the same architecture, but we needed to pay more attention to power. So the CCDs that are featured to a first order in the desktop part, they have an actual PHY that connects the two dies. And so there is there's actually a distance that it needs to travel. It's a SERDES and you're able to go some distance between the two. That's how we've always connected the two. And that's a low cost interface, if you will. It is a high bandwidth interface. But that had low power states that could only take it so far. And you had retraining and latency implications every time the chip went down and came back up and so on. So for an always on kind of a desktop kind of machine, that seemed like the best interconnect to connect that as we try to build this into an APU. The first thing we had to do was to change the interconnect between the two dies. And so the CCD that you see here, the core die that you see here, has a different item. That's the first change. That's a sea of wires. We use fan out, we're for level fan out in order to connect the two dies. So you get the lower latency, the lower power, it's stateless. So we're able to just connect the data fabric through that connect interface into the CCD. So the first big change between a Granite or a 9950X3D and this the Strix Halo always the die to die interconnect. Low power, same high bandwidth, 32 bytes per cycle in both directions, lower latency. So everything that and almost instant on and off stateless because it's just a sea of wires going across. So it's a little [bit of a tradeoff] of course, the fabrication technology is more expensive than the one over there [points to a 9950X3D], but it meets the needs of the customer and the fact that it has to be a low power that can actually connect. 大意:以前的CCD间通讯要经过数据 串行化-传输-去串行化 过程,简化了布线,但是增加了延迟和功耗。 strix halo,得益于扇出封装,CCD间通讯直接并行连接,代价跟上面反过来,海量的布线增加,但有更低的延迟和功耗。
1 下一页