Nvidia GeForce RTX 4080
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Nvidia GeForce RTX 4080
The GeForce RTX 40 series is a family of consumer graphics processing units (GPUs) developed by Nvidia as part of its GeForce line of graphics cards, succeeding the GeForce RTX 30 series. The series was announced on September 20, 2022, at the GPU Technology Conference, and launched on October 12, 2022, starting with its flagship model, the RTX 4090. It was succeeded by the GeForce RTX 50 series, which debuted on January 30, 2025, after being previously announced at CES. The cards are based on Nvidia's Ada Lovelace architecture and feature Nvidia RTX's third-generation RT cores for hardware-accelerated real-time ray tracing, and fourth-generation deep-learning-focused Tensor Cores. Architecture Architectural highlights of the Ada Lovelace architecture include the following: * CUDA Compute Capability 8.9 * TSMC 4Nprocess (5 nm custom designed for Nvidia) – not to be confused with N4 * Fourth-generation Tensor Cores with FP8, FP16, bfloat16, TensorFloat-32 (TF32) and s ...
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Flagship Model
A core product or flagship product is a company's primary promotion, service or product that can be purchased by a consumer. Core products may be integrated into finished product, end products, either by the company producing the core product or by other companies to which the core product is sold. Three levels of a product The concept of a core product originates from Philip Kotler, in his 1967 book – ''Marketing Management: Analysis, Planning and Control''. It forms the first level of the concept of ''Three Levels of a Product''. Kotler suggested that products can be divided into three levels: core product, actual product and augmented product. The core product is defined as the benefit that the product brings to the customer. The actual product refers to the tangible object and relates to the physical quality and the design. The augmented product consists of the measures taken to help the consumer put the actual product to use. By using a mixture of the three levels of pr ...
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Graphics Card
A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a display device such as a computer monitor, monitor. Graphics cards are sometimes called ''discrete'' or ''dedicated'' graphics cards to emphasize their distinction to an graphics processing unit#Integrated graphics processing unit, integrated graphics processor on the motherboard or the central processing unit (CPU). A graphics processing unit (GPU) that performs the necessary computations is the main component in a graphics card, but the acronym "GPU" is sometimes also used to refer to the graphics card as a whole erroneously. Most graphics cards are not limited to simple display output. The graphics processing unit can be used for additional processing, which reduces the load from the CPU. Additionally, computing platforms such as OpenCL and C ...
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Double-precision Floating-point Format
Double-precision floating-point format (sometimes called FP64 or float64) is a floating-point number format, usually occupying 64 bits in computer memory; it represents a wide range of numeric values by using a floating radix point. Double precision may be chosen when the range or precision of single precision would be insufficient. In the IEEE 754 standard, the 64-bit base-2 format is officially referred to as binary64; it was called double in IEEE 754-1985. IEEE 754 specifies additional floating-point formats, including 32-bit base-2 ''single precision'' and, more recently, base-10 representations (decimal floating point). One of the first programming languages to provide floating-point data types was Fortran. Before the widespread adoption of IEEE 754-1985, the representation and properties of floating-point data types depended on the computer manufacturer and computer model, and upon decisions made by programming-language implementers. E.g., GW-BASIC's double-precision ...
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HDMI
High-Definition Multimedia Interface (HDMI) is a proprietary digital interface used to transmit high-quality video and audio signals between devices. It is commonly used to connect devices such as televisions, computer monitors, projectors, gaming consoles, and personal computers. HDMI supports uncompressed video and either compressed or uncompressed digital audio, allowing a single cable to carry both signals. Introduced in 2003, HDMI largely replaced older analog video standards such as composite video, S-Video, and VGA connector, VGA in consumer electronics. It was developed based on the CEA-861 standard, which was also used with the earlier Digital Visual Interface (DVI). HDMI is electrically compatible with DVI video signals, and adapters allow interoperability between the two without signal conversion or loss of quality. Adapters and active converters are also available for connecting HDMI to other video interfaces, including the older analog formats, as well as digital fo ...
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DisplayPort
DisplayPort (DP) is a digital interface used to connect a video source, such as a Personal computer, computer, to a display device like a Computer monitor, monitor. Developed by the Video Electronics Standards Association (VESA), it can also carry digital audio, USB, and other types of data over a single cable. Introduced in the 2000s, DisplayPort was designed to replace older standards like VGA connector, VGA, DVI, and FPD-Link. While not directly compatible with these formats, Adapter, adapters are available for connecting to HDMI, DVI, VGA, and other interfaces. Unlike older interfaces, DisplayPort uses Data packet, packet-based transmission, similar to how data is sent over USB or Ethernet. The design enables support for high resolutions and adding new features without changing the connector. DisplayPort includes an auxiliary data channel used for device control and automatic configuration between source and display devices. It supports standards such as Display Data Channe ...
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NVLink
NVLink is a wire-based serial multi-lane near-range communications protocol, communications link developed by Nvidia. Unlike PCI Express, a device can consist of multiple NVLinks, and devices use mesh networking to communicate instead of a central hub (network science), hub. The protocol was first announced in March 2014 and uses a proprietary high-speed signaling interconnect (NVHS). Principle NVLink is developed by Nvidia for data and control code transfers in processor systems between CPUs and GPUs and solely between GPUs. NVLink specifies a point-to-point (telecommunications), point-to-point connection with data rates of 20, 25 and 50 Gbit/s (v1.0/v2.0/v3.0+ resp.) per differential pair. For NVLink 1.0 and 2.0 eight differential pairs form a "sub-link" and two "sub-links", one for each direction, form a "link". Starting from NVlink 3.0 only four differential pairs form a "sub-link". For NVLink 2.0 and higher the total data rate for a sub-link is 25 GB/s and the tota ...
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Deep Learning Super Sampling
Deep Learning Super Sampling (DLSS) is a suite of Real-time computing, real-time deep learning image enhancement and Image scaling, upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower Display resolution, resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference. All generations of DLSS are available on all Nvidia RTX, RTX-branded cards from Nvidia in supported titles. However, the Frame Generation feature is only supported on GeForce 40 series, 40 series GPUs or newer and Multi Frame Generation is only available on GeForce 50 series, 50 series GPUs. History Nvidia advertised DLSS as a key feat ...
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NVENC
NVENC (short for Nvidia Encoder) is a feature in Nvidia graphics cards that performs Data compression, video encoding, offloading this compute-intensive task from the Central processing unit, CPU to a dedicated part of the Graphics processing unit, GPU. It was introduced with the Kepler (microarchitecture), Kepler-based GeForce GeForce 600 series, 600 series in March 2012 (GT 610, GT620 and GT630 is Fermi Architecture). The encoder is supported in many livestreaming and recording programs, such as vMix, Wirecast, Open Broadcaster Software (OBS) and Bandicam, as well as video editing apps, such as Adobe Premiere Pro or DaVinci Resolve. It also works with Nvidia Share, Share game capture, which is included in Nvidia's GeForce Experience software. Until March 2023 consumer-targeted GeForce graphics cards officially support no more than three simultaneously encoding video streams, regardless of the count of the cards installed, but this restriction can be circumvented on Linux and Wi ...
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Tensor Cores
Deep Learning Super Sampling (DLSS) is a suite of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference. All generations of DLSS are available on all RTX-branded cards from Nvidia in supported titles. However, the Frame Generation feature is only supported on 40 series GPUs or newer and Multi Frame Generation is only available on 50 series GPUs. History Nvidia advertised DLSS as a key feature of the GeForce 20 series cards when they launched in September 2018. At that time, the results w ...
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Deep Learning
Deep learning is a subset of machine learning that focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and is centered around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be either supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, c ...
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Real-time Ray Tracing
In 3D computer graphics, ray tracing is a technique for modeling Light transport theory, light transport for use in a wide variety of Rendering (computer graphics), rendering algorithms for generating digital image, digital images. On a spectrum of Computation time, computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, #Recursive ray tracing algorithm, recursive ray tracing, Distributed ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as still computer-generated imagery, CGI images, and film and television visual effects (VFX), but was less suited to real-time computer graphics, real-time applications such as video games, where Frame rate, speed is critical in rendering each Film frame, frame. Since 2018, however, ...
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Ray-tracing Hardware
Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations. Introduction: Ray tracing and rasterization The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of " primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way. In each step, it finds all intersections of a ray with a set of relevant primitives of the scene. Both approaches have their own benefits and drawbacks. Rasterization can be performed using devices based on a stream computing model, one triangle at the time, and access to the complete scene is needed only once. The drawback of rasterization is that non-local effects, required for an accurate simulation of a scene, su ...
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