The major show on AMD’s presentation came out on 28 October and seems to have been able to match their rivals for the first time in many years. Three graphic cards have been announced the best of raw results The demonstration based emphasis on the radion 6800 XT seen with the Nvidia 3080 sales blow. The 6800 XT seems comparable with them at both 1440p a month ago that was the highlight of their presentation. Both 4k resolution. AMD certainly commercialize this card as a 4k capable and hardware for ray tracing.
The RX 6800 tops the RTX 2080 Ti at 4K, AMD’s output numbers. And with the RTX 3080 the RX 6800 XT selling blasts. The cards have a variety of new and fascinating features. Some are less interesting as rage mode, which can improve performance by a fraction of 2 percent, while some are more exciting. With 16 gigabytes of GDDR6 ‘s latest Radeon GPU ram, we were now unable to see any ray tracing technology as an official statement on RX 6800 by AMD. AMD’s response to the DLSS of NVIDIA that they allegedly are working on now.
The Performance Benchmarks seemed to be the most cut off edition of the three Major Navi GPUs based on the RDNA2 graphic architecture, the AMD Radeon RX 6800 graphics card. A Ryzen 5 3500X 6-core desktop processor and 16 GB DDR4 memory have been reviewed for the graphics card. The chosen game was Shadow of the Tomb Raider, one of the first tracking games. Raytraced shadows are used in the game and can be enable XR support for any graphics card using the DX12 API.
It is said that the AMD 6000 GPU series is based on the architecture of the DNA2. These are two primary task methods for the visibility and coloring of a 3D image. “Rasterization” uses an interpretation of how light is used to determine how 3D objects appear on the screen. This approach allows for fast rendering and high frame rates.
Ray tracing resolves the concern that a 3D object is shaded or light is traced by modeling dynamic light interactions. Ray Tracing is computationally intensive and allows renderers longer times. Radeon ProRender now incorporates the benefits of all methods by rasterizing simple geometry and surface area. Before Ray Tracing is used to measure light effects such as reflectivity, it would be easy to use. 3D ProRender typically depends upon rasterization to achieve seamless gameplay.