Media Summary: Realtime 4K ray-tracing without upscaling on Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https:// A single GeForce 2080 Ti running five 2K displays in multiview mode. Models: ...

Tellusim Engine Sdk Nvidia Rtx - Detailed Analysis & Overview

Realtime 4K ray-tracing without upscaling on Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https:// A single GeForce 2080 Ti running five 2K displays in multiview mode. Models: ... Data: ArcGis 17, SRTM 1 arc second, USGS 1/3 arc second, USGS 1 meter. Model: ... This comparison illustrates the difference in reaction time of the latest upscalers under equal conditions using 3090+3090Ti running two 4K screens connected directly to the rendering GPU. Data: ArcGis 17, SRTM 1 arc second, USGS 1/3 ...

There are 571 instances of the 614K triangles model with LOD graphs and compute rasterization.

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[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 400%
[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 600%
[Tellusim Engine SDK] Ray tracing with planetary scale 64-bit precision
NVIDIA RTX DLSS 2.4
NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler
[Tellusim Engine SDK] Tellusim Multiview Rendering
NVIDIA RTX DLSS 2.4
[Tellusim Engine SDK] Earth with Tellusim Geoid Plugin
[Tellusim Engine SDK] Comparison of DLSS3, XeSS, FSR3, and Tellusim upscalers
[Tellusim Engine SDK] Tellusim Forest Scene Multi-GPU sync test
NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler
[Tellusim Engine SDK] Native CAD rendering with Tellusim Engine
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[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 400%

[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 400%

https://

[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 600%

[Tellusim Engine SDK] NVIDIA RTX DLSS 3.1.1 vs DLSS 2.4.0 600%

https://

[Tellusim Engine SDK] Ray tracing with planetary scale 64-bit precision

[Tellusim Engine SDK] Ray tracing with planetary scale 64-bit precision

Realtime 4K ray-tracing without upscaling on

NVIDIA RTX DLSS 2.4

NVIDIA RTX DLSS 2.4

Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https://

NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler

NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler

Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https://

[Tellusim Engine SDK] Tellusim Multiview Rendering

[Tellusim Engine SDK] Tellusim Multiview Rendering

A single GeForce 2080 Ti running five 2K displays in multiview mode. Models: ...

NVIDIA RTX DLSS 2.4

NVIDIA RTX DLSS 2.4

Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https://

[Tellusim Engine SDK] Earth with Tellusim Geoid Plugin

[Tellusim Engine SDK] Earth with Tellusim Geoid Plugin

Data: ArcGis 17, SRTM 1 arc second, USGS 1/3 arc second, USGS 1 meter. Model: ...

[Tellusim Engine SDK] Comparison of DLSS3, XeSS, FSR3, and Tellusim upscalers

[Tellusim Engine SDK] Comparison of DLSS3, XeSS, FSR3, and Tellusim upscalers

This comparison illustrates the difference in reaction time of the latest upscalers under equal conditions using

[Tellusim Engine SDK] Tellusim Forest Scene Multi-GPU sync test

[Tellusim Engine SDK] Tellusim Forest Scene Multi-GPU sync test

3090+3090Ti running two 4K screens connected directly to the rendering GPU. Data: ArcGis 17, SRTM 1 arc second, USGS 1/3 ...

NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler

NVIDIA DLSS 2.4 vs AMD FSR 2.1 vs Tellusim upscaler

Upscale pixel ratio (rendered / interpolated): 200% - 1/4; 300% - 1/9; 400% - 1/16; 600% - 1/36. https://

[Tellusim Engine SDK] Native CAD rendering with Tellusim Engine

[Tellusim Engine SDK] Native CAD rendering with Tellusim Engine

Model by Nagy Imre: https://grabcad.com/library/radio-remote-control-car-model-1.

[Tellusim Engine SDK] LOD graphs with compute rasterization

[Tellusim Engine SDK] LOD graphs with compute rasterization

There are 571 instances of the 614K triangles model with LOD graphs and compute rasterization.