1
00:00:00,000 --> 00:00:01,920
All right, so get this.

2
00:00:01,920 --> 00:00:06,720
Those amazing graphics you see in games like Cyberpunk 2077,

3
00:00:06,720 --> 00:00:09,360
that's your graphics card churning out

4
00:00:09,360 --> 00:00:13,000
an insane number of calculations every second.

5
00:00:13,000 --> 00:00:13,640
How many?

6
00:00:13,640 --> 00:00:17,360
Like a mind-boggling 36 trillion.

7
00:00:17,360 --> 00:00:19,760
Wow, 36 trillion every second.

8
00:00:19,760 --> 00:00:20,720
That's incredible.

9
00:00:20,720 --> 00:00:25,920
To put that into perspective, Mario 64 on the Nintendo 64

10
00:00:25,920 --> 00:00:29,680
only needed about 100 million calculations per second.

11
00:00:29,680 --> 00:00:30,200
Oh, wow.

12
00:00:30,200 --> 00:00:36,040
And even Minecraft back in 2011 was only around 100 billion.

13
00:00:36,040 --> 00:00:39,000
That's a huge jump in processing power, right?

14
00:00:39,000 --> 00:00:40,440
Absolutely, a massive leap.

15
00:00:40,440 --> 00:00:41,960
Yeah, so in this deep dive, we're

16
00:00:41,960 --> 00:00:44,280
going to be using the sources that you provided

17
00:00:44,280 --> 00:00:47,080
to really unpack how graphics cards evolved

18
00:00:47,080 --> 00:00:50,480
into these computational behemoths.

19
00:00:50,480 --> 00:00:52,840
It really is a fascinating evolution.

20
00:00:52,840 --> 00:00:55,480
We'll be exploring everything from the physical components

21
00:00:55,480 --> 00:00:58,600
to the really mind-bending architecture that's

22
00:00:58,600 --> 00:01:00,000
behind all those calculations.

23
00:01:00,000 --> 00:01:02,680
And you actually provided some really interesting research

24
00:01:02,680 --> 00:01:06,040
on the fundamental differences between a CPU,

25
00:01:06,040 --> 00:01:08,520
the brains of your computer, and a GTU.

26
00:01:08,520 --> 00:01:11,800
Right, yeah, it's a common point of confusion.

27
00:01:11,800 --> 00:01:14,080
They both handle calculations, obviously.

28
00:01:14,080 --> 00:01:16,320
But they do it in very different ways.

29
00:01:16,320 --> 00:01:22,560
A CPU is like a highly skilled artisan, very fast,

30
00:01:22,560 --> 00:01:27,760
very versatile, but can only work on one or a few tasks

31
00:01:27,760 --> 00:01:31,680
at a time, whereas a GPU is like a massive factory

32
00:01:31,680 --> 00:01:36,680
with thousands of workers all doing relatively simple tasks,

33
00:01:36,680 --> 00:01:38,840
but simultaneously.

34
00:01:38,840 --> 00:01:43,280
So when you need to render millions of pixels in a game,

35
00:01:43,280 --> 00:01:48,320
the GPU's brute force approach of parallel processing

36
00:01:48,320 --> 00:01:49,080
wins out.

37
00:01:49,080 --> 00:01:52,240
Exactly, it's all about tackling what we call embarrassingly

38
00:01:52,240 --> 00:01:53,920
parallel problems.

39
00:01:53,920 --> 00:01:57,680
Things like processing image data or simulating physics.

40
00:01:57,680 --> 00:02:00,160
Where you can break the task down into millions

41
00:02:00,160 --> 00:02:01,600
of independent calculations.

42
00:02:01,600 --> 00:02:05,480
OK, so let's peek inside one of these GPU factories.

43
00:02:05,480 --> 00:02:07,400
What are we looking at here?

44
00:02:07,400 --> 00:02:11,000
Well, at the heart of it all is the graphics processing

45
00:02:11,000 --> 00:02:12,600
unit or the GPU.

46
00:02:12,600 --> 00:02:13,480
The GPU, yeah.

47
00:02:13,480 --> 00:02:16,880
And we often refer to the whole graphics card as a GPU.

48
00:02:16,880 --> 00:02:20,600
But it's actually just one component on a circuit board

49
00:02:20,600 --> 00:02:24,080
with its own power delivery system, cooling,

50
00:02:24,080 --> 00:02:25,160
and of course, memory.

51
00:02:25,160 --> 00:02:25,520
I see.

52
00:02:25,520 --> 00:02:29,640
And in the sources you shared, some schematics and diagrams,

53
00:02:29,640 --> 00:02:33,680
one thing that really stands out is this GA-102 chip,

54
00:02:33,680 --> 00:02:35,240
the brain of the graphics card.

55
00:02:35,240 --> 00:02:41,960
Yes, this chip alone can contain over 28 billion transistors,

56
00:02:41,960 --> 00:02:46,240
which is just an astounding feat of engineering.

57
00:02:46,240 --> 00:02:48,760
Wow, that's more than.

58
00:02:48,760 --> 00:02:50,720
To give you an idea of scale, that's

59
00:02:50,720 --> 00:02:52,680
like fitting the population of the entire planet

60
00:02:52,680 --> 00:02:53,760
onto your fingernail.

61
00:02:53,760 --> 00:02:54,240
Oh, wow.

62
00:02:54,240 --> 00:02:56,800
And all those transistors are organized

63
00:02:56,800 --> 00:02:58,600
in a hierarchical structure, right?

64
00:02:58,600 --> 00:02:59,640
Yes, that's right.

65
00:02:59,640 --> 00:03:01,880
You have these larger units called graphics processing

66
00:03:01,880 --> 00:03:04,120
clusters, which are further divided

67
00:03:04,120 --> 00:03:07,360
into streaming multiprocessors.

68
00:03:07,360 --> 00:03:10,320
And within each of those, you have the individual cores

69
00:03:10,320 --> 00:03:12,200
that are doing the actual calculations.

70
00:03:12,200 --> 00:03:15,200
So remind me again, what are the different types of cores?

71
00:03:15,200 --> 00:03:17,000
And what do they actually do?

72
00:03:17,000 --> 00:03:21,160
So the workhorses for most gaming tasks

73
00:03:21,160 --> 00:03:23,680
are the CUA cores.

74
00:03:23,680 --> 00:03:26,480
Think of them as the general purpose workers

75
00:03:26,480 --> 00:03:28,040
in our factory analogy.

76
00:03:28,040 --> 00:03:31,280
Then you have tensor cores, which are specialized

77
00:03:31,280 --> 00:03:33,600
for matrix math.

78
00:03:33,600 --> 00:03:36,840
They're particularly crucial for AI applications

79
00:03:36,840 --> 00:03:40,440
because of their ability to process huge matrices, which

80
00:03:40,440 --> 00:03:43,440
are the building blocks of many AI algorithms.

81
00:03:43,440 --> 00:03:45,120
And then there are ray tracing cores,

82
00:03:45,120 --> 00:03:47,560
which I know are all the rage in gaming these days.

83
00:03:47,560 --> 00:03:51,000
Yes, ray tracing is a computationally intensive

84
00:03:51,000 --> 00:03:54,480
technique that simulates the path of light

85
00:03:54,480 --> 00:03:57,960
to create incredibly realistic lighting and reflections

86
00:03:57,960 --> 00:03:59,440
in games.

87
00:03:59,440 --> 00:04:02,000
It's been around for a while in other industries like film,

88
00:04:02,000 --> 00:04:06,400
but only recently have GPUs become powerful enough

89
00:04:06,400 --> 00:04:09,360
to handle real-time retracing in games.

90
00:04:09,360 --> 00:04:11,160
Now, here's something I found really interesting

91
00:04:11,160 --> 00:04:13,160
in the materials you shared.

92
00:04:13,160 --> 00:04:15,440
The concept of binning.

93
00:04:15,440 --> 00:04:19,040
It seems like the same GA-102 chip

94
00:04:19,040 --> 00:04:21,600
can end up in a variety of different graphics cards,

95
00:04:21,600 --> 00:04:24,880
like the 3080, the 3090, and their tie variants.

96
00:04:24,880 --> 00:04:27,640
The binning is a fascinating process.

97
00:04:27,640 --> 00:04:30,880
Essentially, not every chip manufactured is perfect.

98
00:04:30,880 --> 00:04:33,760
Some might have tiny flaws or defects.

99
00:04:33,760 --> 00:04:36,320
The chips with the fewest flaws are

100
00:04:36,320 --> 00:04:40,800
sorted into the higher-end cards, like the 3090 Ti, which

101
00:04:40,800 --> 00:04:46,240
boasts a full complement of CUDA cores and higher clock speeds.

102
00:04:46,240 --> 00:04:49,480
Cards like the 3080 might have some cores deactivated

103
00:04:49,480 --> 00:04:51,680
due to these minor flaws.

104
00:04:51,680 --> 00:04:53,560
So it's a way to maximize the yield

105
00:04:53,560 --> 00:04:57,360
from the manufacturing process and create a range of products

106
00:04:57,360 --> 00:04:58,840
at different price points.

107
00:04:58,840 --> 00:05:01,920
But how do they actually test and sort

108
00:05:01,920 --> 00:05:03,840
these billions of transistors?

109
00:05:03,840 --> 00:05:06,120
It's a highly automated process that

110
00:05:06,120 --> 00:05:08,720
involves running a series of tests

111
00:05:08,720 --> 00:05:12,360
to identify any defects or performance limitations.

112
00:05:12,360 --> 00:05:16,040
The chips are then categorized based on their capabilities.

113
00:05:16,040 --> 00:05:20,440
And the best ones go to the top tier cards.

114
00:05:20,440 --> 00:05:20,920
OK.

115
00:05:20,920 --> 00:05:23,600
So we've got these different cores doing their thing.

116
00:05:23,600 --> 00:05:26,600
But they need a constant stream of data to work on, right?

117
00:05:26,600 --> 00:05:27,600
Absolutely, yes.

118
00:05:27,600 --> 00:05:29,240
That's where graphics memory comes in?

119
00:05:29,240 --> 00:05:30,280
That's where it comes in.

120
00:05:30,280 --> 00:05:35,160
GDDR6XSDRAM is the latest generation of graphics memory.

121
00:05:35,160 --> 00:05:40,800
And it plays a crucial role in seeding the GPU with the data

122
00:05:40,800 --> 00:05:42,000
it needs.

123
00:05:42,000 --> 00:05:44,400
Think of it as a high-speed conveyor belt,

124
00:05:44,400 --> 00:05:47,080
delivering raw materials to our factory workers.

125
00:05:47,080 --> 00:05:49,800
And it's not just about the amount of memory, right?

126
00:05:49,800 --> 00:05:53,560
But also the speed at which data can be transferred.

127
00:05:53,560 --> 00:05:54,160
Yes.

128
00:05:54,160 --> 00:05:56,080
Bandwidth is the term that keeps popping up.

129
00:05:56,080 --> 00:05:57,520
Bandwidth is crucial.

130
00:05:57,520 --> 00:06:01,400
It's a measure of how much data can be transferred per second.

131
00:06:01,400 --> 00:06:05,680
GDDR6X uses some clever techniques,

132
00:06:05,680 --> 00:06:09,800
like PAM3 and PAM4 encoding, to cram more data

133
00:06:09,800 --> 00:06:11,840
through the same physical connections.

134
00:06:11,840 --> 00:06:14,600
Instead of just using zeros and one,

135
00:06:14,600 --> 00:06:18,920
they use multiple voltage levels to represent more information.

136
00:06:18,920 --> 00:06:24,320
So PAM3 is the newer and more efficient encoding scheme, right?

137
00:06:24,320 --> 00:06:24,680
That's right.

138
00:06:24,680 --> 00:06:28,080
PAM3 was adopted for its better signal integrity

139
00:06:28,080 --> 00:06:30,680
and efficiency, even though it technically

140
00:06:30,680 --> 00:06:33,800
uses fewer voltage levels than PAM4.

141
00:06:33,800 --> 00:06:37,840
It's a trade-off between speed and reliability.

142
00:06:37,840 --> 00:06:40,640
There's a constant push and pull between these factors

143
00:06:40,640 --> 00:06:45,600
as engineers strive to squeeze every bit of performance

144
00:06:45,600 --> 00:06:46,680
out of these systems.

145
00:06:46,680 --> 00:06:49,160
OK, so we've covered the basics of the GPU.

146
00:06:49,160 --> 00:06:49,520
Yes.

147
00:06:49,520 --> 00:06:52,480
It's cores and how data flows in and out.

148
00:06:52,480 --> 00:06:54,600
But now we need to dive into the real magic,

149
00:06:54,600 --> 00:06:59,160
like the architecture that allows these billions of transistors

150
00:06:59,160 --> 00:07:01,080
to work together in parallel.

151
00:07:01,080 --> 00:07:03,080
That's where things get really interesting.

152
00:07:03,080 --> 00:07:04,080
Yeah.

153
00:07:04,080 --> 00:07:07,280
We'll be exploring concepts like SIMD and SIMT,

154
00:07:07,280 --> 00:07:11,480
which are fundamental to understanding how GPUs achieve

155
00:07:11,480 --> 00:07:12,920
their incredible performance.

156
00:07:12,920 --> 00:07:14,000
Let's take a break there.

157
00:07:14,000 --> 00:07:14,360
OK.

158
00:07:14,360 --> 00:07:16,840
And come back to unravel those acronyms.

159
00:07:16,840 --> 00:07:17,360
That's good.

160
00:07:17,360 --> 00:07:18,120
In part two.

161
00:07:18,120 --> 00:07:18,760
All right, all right.

162
00:07:18,760 --> 00:07:21,240
This stuff is truly mind-blowing.

163
00:07:21,240 --> 00:07:21,840
It is.

164
00:07:21,840 --> 00:07:22,040
It is.

165
00:07:22,040 --> 00:07:22,640
Welcome back.

166
00:07:22,640 --> 00:07:25,400
So last time, we were exploring the physical heart

167
00:07:25,400 --> 00:07:26,560
of a graphics card.

168
00:07:26,560 --> 00:07:27,800
Right, all those components.

169
00:07:27,800 --> 00:07:30,320
Yeah, and now we're going even deeper.

170
00:07:30,320 --> 00:07:31,080
Oh, wow.

171
00:07:31,080 --> 00:07:31,680
Deeper.

172
00:07:31,680 --> 00:07:34,840
Yeah, to the level of the instructions

173
00:07:34,840 --> 00:07:38,560
that tell all those billions of transistors what to do.

174
00:07:38,560 --> 00:07:40,240
So like the software almost.

175
00:07:40,240 --> 00:07:41,320
Yeah, kind of, yeah.

176
00:07:41,320 --> 00:07:41,880
OK.

177
00:07:41,880 --> 00:07:45,240
So are you ready to untangle SIMD and SIMD?

178
00:07:45,240 --> 00:07:46,880
I am, and I think our listeners will

179
00:07:46,880 --> 00:07:49,680
find this particularly fascinating.

180
00:07:49,680 --> 00:07:52,960
These concepts are really key to understanding

181
00:07:52,960 --> 00:07:57,280
how GPUs achieve such mind-boggling performance.

182
00:07:57,280 --> 00:07:59,160
OK, so let's start with SIMD.

183
00:07:59,160 --> 00:07:59,840
OK.

184
00:07:59,840 --> 00:08:03,520
Single instruction, multiple data,

185
00:08:03,520 --> 00:08:05,560
sounds kind of like doing a lot with a little.

186
00:08:05,560 --> 00:08:06,800
That's the essence of it, yeah.

187
00:08:06,800 --> 00:08:07,520
OK.

188
00:08:07,520 --> 00:08:09,360
Imagine you have a recipe.

189
00:08:09,360 --> 00:08:10,720
But instead of making one dish, you

190
00:08:10,720 --> 00:08:15,040
could make dozens simultaneously using the same instructions.

191
00:08:15,040 --> 00:08:16,640
SIMD works on that principle.

192
00:08:16,640 --> 00:08:19,680
So instead of processing one data point at a time,

193
00:08:19,680 --> 00:08:23,320
a SIMD instruction can operate on a whole chunk of data

194
00:08:23,320 --> 00:08:24,400
simultaneously.

195
00:08:24,400 --> 00:08:25,440
Exactly.

196
00:08:25,440 --> 00:08:28,640
Think about a simple operation, like adding five

197
00:08:28,640 --> 00:08:30,840
to every number in a list.

198
00:08:30,840 --> 00:08:34,200
A CPU would have to loop through each number individually.

199
00:08:34,200 --> 00:08:40,360
A GPU using SIMD could add five to, say, 32 numbers at once,

200
00:08:40,360 --> 00:08:41,640
depending on its architecture.

201
00:08:41,640 --> 00:08:42,840
OK, that makes sense.

202
00:08:42,840 --> 00:08:43,480
Yeah.

203
00:08:43,480 --> 00:08:46,640
But how does this translate to the complex world

204
00:08:46,640 --> 00:08:47,960
of graphics rendering?

205
00:08:47,960 --> 00:08:50,560
OK, let's go back to the example of transforming

206
00:08:50,560 --> 00:08:53,680
vertex coordinates, which defines the shape of objects

207
00:08:53,680 --> 00:08:54,920
in a game world.

208
00:08:54,920 --> 00:08:58,080
Each vertex has an x, y, and z coordinate

209
00:08:58,080 --> 00:09:00,200
to place that vertex correctly.

210
00:09:00,200 --> 00:09:02,160
You need to apply a matrix transformation.

211
00:09:02,160 --> 00:09:02,960
OK.

212
00:09:02,960 --> 00:09:06,800
With SIMD, the GPU can perform that same transformation

213
00:09:06,800 --> 00:09:08,880
on multiple vertices at once, right,

214
00:09:08,880 --> 00:09:10,760
drastically speeding up the process.

215
00:09:10,760 --> 00:09:13,200
Yeah, I'm starting to see why this is so crucial.

216
00:09:13,200 --> 00:09:13,600
Right.

217
00:09:13,600 --> 00:09:17,880
For handling millions of pixels and polygons.

218
00:09:17,880 --> 00:09:18,560
It's exactly.

219
00:09:18,560 --> 00:09:19,280
In real time.

220
00:09:19,280 --> 00:09:21,920
Yeah, it's all about leveraging parallelism.

221
00:09:21,920 --> 00:09:24,600
But SIMD has its limitations.

222
00:09:24,600 --> 00:09:25,320
OK.

223
00:09:25,320 --> 00:09:28,960
It assumes all data needs the same operation applied to it.

224
00:09:28,960 --> 00:09:29,600
OK.

225
00:09:29,600 --> 00:09:30,760
That's where SIMD comes in.

226
00:09:30,760 --> 00:09:31,320
OK.

227
00:09:31,320 --> 00:09:33,840
Single instruction, multiple threads.

228
00:09:33,840 --> 00:09:36,680
And from what I gathered in the research that you provided,

229
00:09:36,680 --> 00:09:37,180
yeah.

230
00:09:37,180 --> 00:09:39,040
SIMD seems to be more flexible.

231
00:09:39,040 --> 00:09:39,720
You nailed it.

232
00:09:39,720 --> 00:09:40,960
OK.

233
00:09:40,960 --> 00:09:43,960
SIMD allows different threads within a group.

234
00:09:43,960 --> 00:09:44,400
Right.

235
00:09:44,400 --> 00:09:47,080
To execute instructions at their own pace.

236
00:09:47,080 --> 00:09:47,720
OK.

237
00:09:47,720 --> 00:09:49,400
Even if they're all technically working

238
00:09:49,400 --> 00:09:50,640
from the same instruction set.

239
00:09:50,640 --> 00:09:51,440
Right.

240
00:09:51,440 --> 00:09:56,000
This is essential for dealing with real world scenarios.

241
00:09:56,000 --> 00:09:56,360
Right.

242
00:09:56,360 --> 00:09:58,800
Where not all data needs the same treatment.

243
00:09:58,800 --> 00:10:00,960
So if some threads need to take a detour,

244
00:10:00,960 --> 00:10:02,360
like in their calculations.

245
00:10:02,360 --> 00:10:02,920
Right.

246
00:10:02,920 --> 00:10:04,600
They don't hold up the entire group.

247
00:10:04,600 --> 00:10:05,360
Precisely.

248
00:10:05,360 --> 00:10:05,880
OK.

249
00:10:05,880 --> 00:10:08,960
Think about rendering a complex scene with lots of objects.

250
00:10:08,960 --> 00:10:09,480
OK.

251
00:10:09,480 --> 00:10:11,160
Some might be visible to the player.

252
00:10:11,160 --> 00:10:11,640
Right.

253
00:10:11,640 --> 00:10:13,680
While others are completely obscured.

254
00:10:13,680 --> 00:10:14,080
Right.

255
00:10:14,080 --> 00:10:14,880
Behind something.

256
00:10:14,880 --> 00:10:15,400
Exactly.

257
00:10:15,400 --> 00:10:19,440
With SIMD, the GPU can intelligently allocate resources.

258
00:10:19,440 --> 00:10:19,880
Right.

259
00:10:19,880 --> 00:10:22,560
So that threads working on hidden objects

260
00:10:22,560 --> 00:10:24,360
can essentially skip.

261
00:10:24,360 --> 00:10:25,160
Oh, wow.

262
00:10:25,160 --> 00:10:26,400
Unnecessary calculations.

263
00:10:26,400 --> 00:10:27,200
I'm so smart.

264
00:10:27,200 --> 00:10:29,000
Making the whole process more efficient.

265
00:10:29,000 --> 00:10:31,000
It's like having a smart manager.

266
00:10:31,000 --> 00:10:31,400
Yes.

267
00:10:31,400 --> 00:10:33,840
Like directing traffic within the GPU.

268
00:10:33,840 --> 00:10:34,400
Right.

269
00:10:34,400 --> 00:10:36,480
Making sure things run smoothly.

270
00:10:36,480 --> 00:10:36,840
Yeah.

271
00:10:36,840 --> 00:10:38,120
Keeping everything optimized.

272
00:10:38,120 --> 00:10:38,400
Yeah.

273
00:10:38,400 --> 00:10:41,360
Even with lots of complex decisions happening.

274
00:10:41,360 --> 00:10:42,400
That's a great way to put it.

275
00:10:42,400 --> 00:10:45,440
But why wasn't SIMD always the standard?

276
00:10:45,440 --> 00:10:46,920
That's a great question.

277
00:10:46,920 --> 00:10:48,560
Like if it's more flexible.

278
00:10:48,560 --> 00:10:49,000
Right.

279
00:10:49,000 --> 00:10:50,560
Why even bother with SIMD?

280
00:10:50,560 --> 00:10:52,600
So early GPUs were simpler.

281
00:10:52,600 --> 00:10:53,160
OK.

282
00:10:53,160 --> 00:10:55,600
And relied on SIMD because it was easier

283
00:10:55,600 --> 00:10:57,080
to implement in hardware.

284
00:10:57,080 --> 00:10:57,520
Oh.

285
00:10:57,520 --> 00:10:59,280
Keeping all threads in lockstep.

286
00:10:59,280 --> 00:10:59,760
Right.

287
00:10:59,760 --> 00:11:01,360
Simplified control and management.

288
00:11:01,360 --> 00:11:01,920
Gotcha.

289
00:11:01,920 --> 00:11:04,760
But as games and graphics became more complex.

290
00:11:04,760 --> 00:11:05,720
Yeah, of course.

291
00:11:05,720 --> 00:11:08,920
The need for flexibility led to the development.

292
00:11:08,920 --> 00:11:09,320
Right.

293
00:11:09,320 --> 00:11:10,760
And adoption of SIMD.

294
00:11:10,760 --> 00:11:12,960
So SIMD is like the natural evolution.

295
00:11:12,960 --> 00:11:13,520
It is, yeah.

296
00:11:13,520 --> 00:11:14,080
Of SIMD.

297
00:11:14,080 --> 00:11:14,360
Yeah.

298
00:11:14,360 --> 00:11:15,400
You can think of it that way.

299
00:11:15,400 --> 00:11:19,200
Offering more control and efficiency for modern workloads.

300
00:11:19,200 --> 00:11:19,680
Yeah.

301
00:11:19,680 --> 00:11:21,520
For those more demanding tasks.

302
00:11:21,520 --> 00:11:24,920
It's amazing how these seemingly small changes

303
00:11:24,920 --> 00:11:26,240
in architecture.

304
00:11:26,240 --> 00:11:27,120
I know.

305
00:11:27,120 --> 00:11:29,800
Have such a huge impact on performance.

306
00:11:29,800 --> 00:11:33,600
It really is a testament to the constant innovation

307
00:11:33,600 --> 00:11:35,520
happening in the field of computer graphics.

308
00:11:35,520 --> 00:11:36,920
And speaking of innovation.

309
00:11:36,920 --> 00:11:37,560
Yes.

310
00:11:37,560 --> 00:11:41,360
You shared some articles about how GPUs are being used

311
00:11:41,360 --> 00:11:42,280
for tasks.

312
00:11:42,280 --> 00:11:42,440
Right.

313
00:11:42,440 --> 00:11:43,720
Far beyond gaming.

314
00:11:43,720 --> 00:11:44,080
Yes.

315
00:11:44,080 --> 00:11:45,240
Absolutely.

316
00:11:45,240 --> 00:11:48,840
One area that caught my eye was scientific simulation.

317
00:11:48,840 --> 00:11:49,320
Oh yeah.

318
00:11:49,320 --> 00:11:52,680
It seems like GPUs are being used to model everything.

319
00:11:52,680 --> 00:11:53,000
Right.

320
00:11:53,000 --> 00:11:56,360
From protein folding to the evolution of galaxies.

321
00:11:56,360 --> 00:11:57,280
Amazing, isn't it?

322
00:11:57,280 --> 00:11:59,200
Who thought your gaming rig.

323
00:11:59,200 --> 00:11:59,680
Right.

324
00:11:59,680 --> 00:12:01,920
Could unlock the secrets of the universe.

325
00:12:01,920 --> 00:12:03,120
It's truly remarkable.

326
00:12:03,120 --> 00:12:03,520
Yeah.

327
00:12:03,520 --> 00:12:07,320
Many scientific problems involve crunching massive data

328
00:12:07,320 --> 00:12:07,840
sets.

329
00:12:07,840 --> 00:12:08,280
Right.

330
00:12:08,280 --> 00:12:10,120
And running complex simulations.

331
00:12:10,120 --> 00:12:10,680
Yeah.

332
00:12:10,680 --> 00:12:13,960
GPUs with their parallel processing power.

333
00:12:13,960 --> 00:12:15,000
Yeah.

334
00:12:15,000 --> 00:12:16,480
Excel at these tasks.

335
00:12:16,480 --> 00:12:16,600
Yeah.

336
00:12:16,600 --> 00:12:20,200
They're like supercharged calculators for scientists.

337
00:12:20,200 --> 00:12:22,400
And then there's the world of artificial intelligence.

338
00:12:22,400 --> 00:12:25,680
Which seems almost inseparable from GPUs these days.

339
00:12:25,680 --> 00:12:26,400
Absolutely.

340
00:12:26,400 --> 00:12:28,160
We already touched on tensor cores.

341
00:12:28,160 --> 00:12:28,480
Yeah.

342
00:12:28,480 --> 00:12:30,200
Which are specifically designed.

343
00:12:30,200 --> 00:12:30,480
Right.

344
00:12:30,480 --> 00:12:34,400
For the matrix math that underlies AI algorithms.

345
00:12:34,400 --> 00:12:34,800
Right.

346
00:12:34,800 --> 00:12:36,760
Everything from image recognition.

347
00:12:36,760 --> 00:12:37,120
Right.

348
00:12:37,120 --> 00:12:41,440
To natural language processing relies on these powerful cores.

349
00:12:41,440 --> 00:12:41,800
Yeah.

350
00:12:41,800 --> 00:12:44,920
I know we can't do a full deep dive into AI here.

351
00:12:44,920 --> 00:12:45,240
Right.

352
00:12:45,240 --> 00:12:46,600
That would be a whole other series.

353
00:12:46,600 --> 00:12:48,760
But it's mind blowing to think.

354
00:12:48,760 --> 00:12:49,640
It really is.

355
00:12:49,640 --> 00:12:54,200
That the same technology powering immersive game worlds.

356
00:12:54,200 --> 00:12:54,560
Yeah.

357
00:12:54,560 --> 00:12:59,360
Is also driving advancements in robotics, self driving cars.

358
00:12:59,360 --> 00:12:59,840
Absolutely.

359
00:12:59,840 --> 00:13:01,640
And talentless other fields.

360
00:13:01,640 --> 00:13:05,600
It really speaks to the versatility of the GPU architecture.

361
00:13:05,600 --> 00:13:08,040
It's no longer just about pretty pixels.

362
00:13:08,040 --> 00:13:08,520
Yeah.

363
00:13:08,520 --> 00:13:11,160
It's about solving some of the most complex and challenging

364
00:13:11,160 --> 00:13:13,000
problems humanity faces.

365
00:13:13,000 --> 00:13:13,400
OK.

366
00:13:13,400 --> 00:13:14,880
Before we get to philosophical.

367
00:13:14,880 --> 00:13:15,360
OK.

368
00:13:15,360 --> 00:13:18,440
There's one more crucial component we need to discuss.

369
00:13:18,440 --> 00:13:18,560
Great.

370
00:13:18,560 --> 00:13:19,560
Graphics memory.

371
00:13:19,560 --> 00:13:19,760
Yes.

372
00:13:19,760 --> 00:13:20,320
Graphics memory.

373
00:13:20,320 --> 00:13:21,800
We mentioned it briefly earlier.

374
00:13:21,800 --> 00:13:22,080
Right.

375
00:13:22,080 --> 00:13:26,280
But let's dive deeper into what makes GDDR memory tick.

376
00:13:26,280 --> 00:13:29,280
It's the unsung hero of the GPU world.

377
00:13:29,280 --> 00:13:29,760
Yeah.

378
00:13:29,760 --> 00:13:31,440
Without fast and efficient memory.

379
00:13:31,440 --> 00:13:31,720
Right.

380
00:13:31,720 --> 00:13:34,280
All that processing power would be bottlenecked.

381
00:13:34,280 --> 00:13:34,560
Right.

382
00:13:34,560 --> 00:13:35,840
Starved for data.

383
00:13:35,840 --> 00:13:38,360
The articles you shared talk about GDDR6x

384
00:13:38,360 --> 00:13:39,920
being the current state of the art.

385
00:13:39,920 --> 00:13:40,440
That's right.

386
00:13:40,440 --> 00:13:42,080
What makes it so special?

387
00:13:42,080 --> 00:13:43,640
It's all about speed and bandwidth.

388
00:13:43,640 --> 00:13:44,240
OK.

389
00:13:44,240 --> 00:13:47,480
GDDR6x uses a wider memory bus.

390
00:13:47,480 --> 00:13:47,920
Right.

391
00:13:47,920 --> 00:13:50,680
Meaning more data can flow between the memory

392
00:13:50,680 --> 00:13:52,320
and the GPU simultaneously.

393
00:13:52,320 --> 00:13:52,760
Right.

394
00:13:52,760 --> 00:13:53,200
OK.

395
00:13:53,200 --> 00:13:55,880
And the memory chips themselves operate

396
00:13:55,880 --> 00:13:58,560
at incredibly high clock speeds.

397
00:13:58,560 --> 00:14:00,880
Further boosting data transfer rates.

398
00:14:00,880 --> 00:14:05,600
So it's like having a wider highway with faster cars.

399
00:14:05,600 --> 00:14:06,520
That's a great analogy.

400
00:14:06,520 --> 00:14:08,480
Ensuring a steady flow of data.

401
00:14:08,480 --> 00:14:08,800
Yes.

402
00:14:08,800 --> 00:14:11,120
To the GPU's processing units.

403
00:14:11,120 --> 00:14:11,720
Exactly.

404
00:14:11,720 --> 00:14:13,200
And as we mentioned earlier.

405
00:14:13,200 --> 00:14:13,360
Right.

406
00:14:13,360 --> 00:14:15,680
It also uses those advanced encoding schemes.

407
00:14:15,680 --> 00:14:15,880
Yeah.

408
00:14:15,880 --> 00:14:16,600
Like pay-am-three.

409
00:14:16,600 --> 00:14:19,480
Like pay-am-three to squeeze even more data

410
00:14:19,480 --> 00:14:21,080
through the same physical connections.

411
00:14:21,080 --> 00:14:21,800
That's right.

412
00:14:21,800 --> 00:14:24,360
Now even with all this advanced technology.

413
00:14:24,360 --> 00:14:24,800
Mm-hmm.

414
00:14:24,800 --> 00:14:26,720
There are still trade-offs and challenges.

415
00:14:26,720 --> 00:14:27,360
Of course.

416
00:14:27,360 --> 00:14:27,720
Always.

417
00:14:27,720 --> 00:14:28,840
Memory capacity.

418
00:14:28,840 --> 00:14:29,840
Power consumption.

419
00:14:29,840 --> 00:14:30,800
Heat dissipation.

420
00:14:30,800 --> 00:14:31,080
Right.

421
00:14:31,080 --> 00:14:33,200
These must all be carefully considered.

422
00:14:33,200 --> 00:14:34,000
You're absolutely right.

423
00:14:34,000 --> 00:14:34,640
Yeah.

424
00:14:34,640 --> 00:14:36,560
Designing a high performance graphics card

425
00:14:36,560 --> 00:14:38,640
is a delicate balancing act.

426
00:14:38,640 --> 00:14:41,320
Engineers are constantly pushing the boundaries

427
00:14:41,320 --> 00:14:42,320
of what's possible.

428
00:14:42,320 --> 00:14:42,960
Right.

429
00:14:42,960 --> 00:14:45,760
But they have to work within the constraints.

430
00:14:45,760 --> 00:14:46,400
Right.

431
00:14:46,400 --> 00:14:49,040
Of physics and manufacturing processes.

432
00:14:49,040 --> 00:14:52,480
It's like a high stakes engineering puzzle almost.

433
00:14:52,480 --> 00:14:53,040
Yeah.

434
00:14:53,040 --> 00:14:56,400
Trying to optimize for speed, efficiency, and cost.

435
00:14:56,400 --> 00:14:57,440
It really is.

436
00:14:57,440 --> 00:14:59,880
I'm guessing that's why we see such a variety of graphics

437
00:14:59,880 --> 00:15:00,800
cards on the market.

438
00:15:00,800 --> 00:15:01,680
That's exactly right.

439
00:15:01,680 --> 00:15:03,720
Each tailored to different needs and budgets.

440
00:15:03,720 --> 00:15:04,520
Absolutely.

441
00:15:04,520 --> 00:15:08,080
From entry level cards for casual gamers.

442
00:15:08,080 --> 00:15:08,720
Right.

443
00:15:08,720 --> 00:15:11,760
To behemoth GPUs for professional workstations.

444
00:15:11,760 --> 00:15:12,320
Right.

445
00:15:12,320 --> 00:15:14,240
There's a whole spectrum of options out there.

446
00:15:14,240 --> 00:15:14,640
Yeah.

447
00:15:14,640 --> 00:15:17,920
And the technology keeps evolving at a rapid pace.

448
00:15:17,920 --> 00:15:18,600
Yeah.

449
00:15:18,600 --> 00:15:20,200
So what's considered high end today.

450
00:15:20,200 --> 00:15:20,720
Right.

451
00:15:20,720 --> 00:15:22,000
Might be mid-range tomorrow.

452
00:15:22,000 --> 00:15:22,400
Yeah.

453
00:15:22,400 --> 00:15:24,960
It's an exciting time to be following

454
00:15:24,960 --> 00:15:26,680
the world of graphics cards.

455
00:15:26,680 --> 00:15:27,200
It is.

456
00:15:27,200 --> 00:15:27,800
It is.

457
00:15:27,800 --> 00:15:29,840
They're not just about gaming anymore.

458
00:15:29,840 --> 00:15:30,520
Not at all.

459
00:15:30,520 --> 00:15:33,080
They're driving innovation.

460
00:15:33,080 --> 00:15:33,440
Yeah.

461
00:15:33,440 --> 00:15:34,440
In countless fields.

462
00:15:34,440 --> 00:15:34,840
That's right.

463
00:15:34,840 --> 00:15:36,360
And speaking of the future.

464
00:15:36,360 --> 00:15:37,400
Yeah.

465
00:15:37,400 --> 00:15:39,200
We haven't even touched on some of the cutting edge

466
00:15:39,200 --> 00:15:40,120
research happening.

467
00:15:40,120 --> 00:15:40,600
Yeah.

468
00:15:40,600 --> 00:15:42,280
In areas like neuromorphic computing

469
00:15:42,280 --> 00:15:43,440
and quantum computing.

470
00:15:43,440 --> 00:15:44,120
OK.

471
00:15:44,120 --> 00:15:46,760
Both of which could have a profound impact.

472
00:15:46,760 --> 00:15:47,360
Wow.

473
00:15:47,360 --> 00:15:49,280
On the evolution of GPUs.

474
00:15:49,280 --> 00:15:51,360
That sounds like a whole other deep dive.

475
00:15:51,360 --> 00:15:51,920
It does.

476
00:15:51,920 --> 00:15:52,360
Doesn't it.

477
00:15:52,360 --> 00:15:52,960
Yeah.

478
00:15:52,960 --> 00:15:54,520
But before we get ahead of ourselves.

479
00:15:54,520 --> 00:15:55,080
OK.

480
00:15:55,080 --> 00:15:59,560
Let's wrap up this exploration of current generation

481
00:15:59,560 --> 00:16:00,440
GPUs.

482
00:16:00,440 --> 00:16:00,680
Right.

483
00:16:00,680 --> 00:16:04,120
And Ponder what they tell us about the future of computing.

484
00:16:04,120 --> 00:16:05,440
I'm looking forward to that discussion.

485
00:16:05,440 --> 00:16:05,760
Yeah.

486
00:16:05,760 --> 00:16:07,160
The advancements we're seeing today

487
00:16:07,160 --> 00:16:08,440
are just the tip of the iceberg.

488
00:16:08,440 --> 00:16:09,160
Welcome back.

489
00:16:09,160 --> 00:16:13,640
You know for the final part of our graphics card deep dive.

490
00:16:13,640 --> 00:16:16,040
It's been quite a journey.

491
00:16:16,040 --> 00:16:16,840
It really has.

492
00:16:16,840 --> 00:16:20,600
We've gone from dissecting the hardware

493
00:16:20,600 --> 00:16:25,280
to exploring how GPUs are transforming fields.

494
00:16:25,280 --> 00:16:27,760
Like far beyond gaming.

495
00:16:27,760 --> 00:16:28,120
Yeah.

496
00:16:28,120 --> 00:16:30,120
It's incredible to see how far they've come.

497
00:16:30,120 --> 00:16:30,440
Yeah.

498
00:16:30,440 --> 00:16:31,840
And I think what's really struck me

499
00:16:31,840 --> 00:16:34,800
is how much of this technology is still evolving.

500
00:16:34,800 --> 00:16:35,440
Absolutely.

501
00:16:35,440 --> 00:16:39,040
We're not just talking about incremental improvements.

502
00:16:39,040 --> 00:16:39,600
Right.

503
00:16:39,600 --> 00:16:44,440
It feels like we're on the cusp of some truly groundbreaking

504
00:16:44,440 --> 00:16:45,040
advancements.

505
00:16:45,040 --> 00:16:45,960
I totally agree.

506
00:16:45,960 --> 00:16:49,200
The line between a GPU and a general purpose processor

507
00:16:49,200 --> 00:16:50,440
is blurring.

508
00:16:50,440 --> 00:16:51,040
Right.

509
00:16:51,040 --> 00:16:52,840
You know we're seeing GPUs being used

510
00:16:52,840 --> 00:16:56,240
for scientific simulations, machine learning,

511
00:16:56,240 --> 00:16:57,360
even cryptography.

512
00:16:57,360 --> 00:16:57,760
Yeah.

513
00:16:57,760 --> 00:16:59,400
It's becoming like a fundamental tool

514
00:16:59,400 --> 00:17:00,720
across so many disciplines.

515
00:17:00,720 --> 00:17:03,600
One area that really piqued my curiosity

516
00:17:03,600 --> 00:17:04,560
and the research you shared.

517
00:17:04,560 --> 00:17:04,880
Yeah.

518
00:17:04,880 --> 00:17:07,680
Is the growing role of AI.

519
00:17:07,680 --> 00:17:07,920
Right.

520
00:17:07,920 --> 00:17:09,200
In graphics processing.

521
00:17:09,200 --> 00:17:09,640
Yeah.

522
00:17:09,640 --> 00:17:12,080
It's not just about tensor cores anymore.

523
00:17:12,080 --> 00:17:12,520
No.

524
00:17:12,520 --> 00:17:16,480
It's about using AI to fundamentally change

525
00:17:16,480 --> 00:17:18,160
how games look and feel.

526
00:17:18,160 --> 00:17:18,640
Exactly.

527
00:17:18,640 --> 00:17:21,840
Imagine a game where the lighting, the shadows,

528
00:17:21,840 --> 00:17:26,360
and the textures are dynamically adjusted in real time

529
00:17:26,360 --> 00:17:27,480
based on your actions.

530
00:17:27,480 --> 00:17:28,320
That would be incredible.

531
00:17:28,320 --> 00:17:30,760
You know AI powered character animation.

532
00:17:30,760 --> 00:17:31,200
Yeah.

533
00:17:31,200 --> 00:17:33,560
That's indistinguishable from reality.

534
00:17:33,560 --> 00:17:34,080
Right.

535
00:17:34,080 --> 00:17:35,480
These aren't just pipe dreams anymore.

536
00:17:35,480 --> 00:17:35,880
Yeah.

537
00:17:35,880 --> 00:17:38,240
These are active areas of research and development.

538
00:17:38,240 --> 00:17:41,720
So instead of relying on pre-baked animations

539
00:17:41,720 --> 00:17:44,480
or limited physics simulations, games

540
00:17:44,480 --> 00:17:47,640
could become truly dynamic and responsive.

541
00:17:47,640 --> 00:17:48,120
Exactly.

542
00:17:48,120 --> 00:17:49,440
Almost like interactive movies.

543
00:17:49,440 --> 00:17:53,200
And on the development side, AI could assist artists

544
00:17:53,200 --> 00:17:53,840
and designers.

545
00:17:53,840 --> 00:17:54,600
Oh, absolutely.

546
00:17:54,600 --> 00:17:56,720
Automating tedious tasks and allowing

547
00:17:56,720 --> 00:17:58,880
for more creative freedom.

548
00:17:58,880 --> 00:18:01,000
I think that's one of the most exciting aspects of it.

549
00:18:01,000 --> 00:18:03,800
It really is an exciting time to be working in this space.

550
00:18:03,800 --> 00:18:04,160
It is.

551
00:18:04,160 --> 00:18:04,600
It is.

552
00:18:04,600 --> 00:18:07,200
But wouldn't all this AI processing

553
00:18:07,200 --> 00:18:11,040
require even more powerful GPUs?

554
00:18:11,040 --> 00:18:12,880
Well, it's a classic feedback loop.

555
00:18:12,880 --> 00:18:13,400
Yeah.

556
00:18:13,400 --> 00:18:16,800
As software developers create more demanding applications.

557
00:18:16,800 --> 00:18:17,160
Right.

558
00:18:17,160 --> 00:18:19,600
Hardware engineers are pushed to create more powerful

559
00:18:19,600 --> 00:18:20,760
and efficient GPUs.

560
00:18:20,760 --> 00:18:21,480
Yeah.

561
00:18:21,480 --> 00:18:23,920
And those advancements, in turn,

562
00:18:23,920 --> 00:18:26,560
unlock new possibilities for software.

563
00:18:26,560 --> 00:18:29,200
So it's like a constant arms race.

564
00:18:29,200 --> 00:18:29,920
In a way, yes.

565
00:18:29,920 --> 00:18:32,840
Between software demands and hardware capabilities.

566
00:18:32,840 --> 00:18:33,600
You could say that.

567
00:18:33,600 --> 00:18:35,480
So what are some of the key areas

568
00:18:35,480 --> 00:18:38,280
where we're likely to see breakthroughs?

569
00:18:38,280 --> 00:18:38,800
OK.

570
00:18:38,800 --> 00:18:41,840
One major area of focus is memory technology.

571
00:18:41,840 --> 00:18:42,320
OK.

572
00:18:42,320 --> 00:18:45,720
As we discussed, GDDR6X is the current standard.

573
00:18:45,720 --> 00:18:46,960
Right.

574
00:18:46,960 --> 00:18:49,120
But there are already newer technologies,

575
00:18:49,120 --> 00:18:50,840
like high bandwidth memory or HPM.

576
00:18:50,840 --> 00:18:51,320
Right.

577
00:18:51,320 --> 00:18:51,840
Thanks, Ria.

578
00:18:51,840 --> 00:18:55,800
Nimbroging HPM offers significantly higher bandwidth.

579
00:18:55,800 --> 00:18:57,040
Wow.

580
00:18:57,040 --> 00:19:00,720
But it's also more complex and expensive to manufacture.

581
00:19:00,720 --> 00:19:03,200
So it's a trade off between performance and cost.

582
00:19:03,200 --> 00:19:05,720
Always, as with most things in engineering.

583
00:19:05,720 --> 00:19:07,040
Yeah, but I'm curious.

584
00:19:07,040 --> 00:19:07,400
Yeah.

585
00:19:07,400 --> 00:19:09,560
Are there any alternative approaches

586
00:19:09,560 --> 00:19:11,760
to increasing performance?

587
00:19:11,760 --> 00:19:12,800
That's a great question.

588
00:19:12,800 --> 00:19:16,320
That go beyond just cramming more transistors onto a chip.

589
00:19:16,320 --> 00:19:16,640
Right.

590
00:19:16,640 --> 00:19:18,520
Or pushing memory speeds higher.

591
00:19:18,520 --> 00:19:19,480
There certainly are.

592
00:19:19,480 --> 00:19:19,880
OK.

593
00:19:19,880 --> 00:19:22,800
One area that's garnering a lot of attention

594
00:19:22,800 --> 00:19:24,640
is neuromorphic computing.

595
00:19:24,640 --> 00:19:26,240
Neuromorphic computing, OK.

596
00:19:26,240 --> 00:19:30,240
Which aims to mimic the structure and function

597
00:19:30,240 --> 00:19:31,200
of the human brain.

598
00:19:31,200 --> 00:19:31,880
OK.

599
00:19:31,880 --> 00:19:34,320
Instead of relying on traditional transistors

600
00:19:34,320 --> 00:19:37,480
and logic gates, neuromorphic chips

601
00:19:37,480 --> 00:19:41,200
use artificial neurons and synapses

602
00:19:41,200 --> 00:19:46,160
to process information in a more parallel and energy

603
00:19:46,160 --> 00:19:47,000
efficient way.

604
00:19:47,000 --> 00:19:49,600
So instead of brute force calculations,

605
00:19:49,600 --> 00:19:52,840
it's more about mimicking the way our brains process

606
00:19:52,840 --> 00:19:53,800
information.

607
00:19:53,800 --> 00:19:54,280
Right.

608
00:19:54,280 --> 00:19:57,280
Like pattern recognition, learning, and adaptation.

609
00:19:57,280 --> 00:19:57,840
Wow.

610
00:19:57,840 --> 00:19:59,760
That sounds almost like science fiction.

611
00:19:59,760 --> 00:20:02,800
It is a radical departure from traditional computing

612
00:20:02,800 --> 00:20:03,640
architectures.

613
00:20:03,640 --> 00:20:03,960
Yeah.

614
00:20:03,960 --> 00:20:05,240
And it's still early days.

615
00:20:05,240 --> 00:20:05,720
Right.

616
00:20:05,720 --> 00:20:07,680
But the potential is immense.

617
00:20:07,680 --> 00:20:08,160
Yeah.

618
00:20:08,160 --> 00:20:10,760
Especially for tasks like artificial intelligence

619
00:20:10,760 --> 00:20:12,000
and machine learning.

620
00:20:12,000 --> 00:20:12,320
Right.

621
00:20:12,320 --> 00:20:15,280
Where current GPUs, while powerful,

622
00:20:15,280 --> 00:20:17,720
can still be quite energy hungry.

623
00:20:17,720 --> 00:20:20,080
And I know we've barely scratched

624
00:20:20,080 --> 00:20:21,760
the surface of quantum computing.

625
00:20:21,760 --> 00:20:22,320
Oh, yeah.

626
00:20:22,320 --> 00:20:25,040
Which seems to defy the rules of classical physics

627
00:20:25,040 --> 00:20:25,800
altogether.

628
00:20:25,800 --> 00:20:26,680
It really does.

629
00:20:26,680 --> 00:20:30,040
Could that have implications for the future of GPUs?

630
00:20:30,040 --> 00:20:33,560
Quantum computing is kind of a wild card.

631
00:20:33,560 --> 00:20:34,040
Yeah.

632
00:20:34,040 --> 00:20:36,400
It operates on principles that are fundamentally different

633
00:20:36,400 --> 00:20:37,760
from classical computing.

634
00:20:37,760 --> 00:20:38,280
All right.

635
00:20:38,280 --> 00:20:41,680
While it's unlikely to replace traditional GPUs anytime soon.

636
00:20:41,680 --> 00:20:42,200
Yeah.

637
00:20:42,200 --> 00:20:45,480
There's potential for hybrid systems

638
00:20:45,480 --> 00:20:47,680
that combine the strengths of both approaches.

639
00:20:47,680 --> 00:20:51,920
It's mind boggling to think about the possibilities

640
00:20:51,920 --> 00:20:54,360
we could be talking about solving problems that

641
00:20:54,360 --> 00:20:57,800
are currently intractable for even the most powerful

642
00:20:57,800 --> 00:20:58,680
supercomputer.

643
00:20:58,680 --> 00:20:59,680
Absolutely.

644
00:20:59,680 --> 00:21:03,600
It makes you wonder what the gaming landscape will even

645
00:21:03,600 --> 00:21:05,840
look like in 10 or 20 years.

646
00:21:05,840 --> 00:21:06,080
Yeah.

647
00:21:06,080 --> 00:21:09,080
Will we even need physical graphics cards in the future?

648
00:21:09,080 --> 00:21:09,720
Right.

649
00:21:09,720 --> 00:21:14,760
Or will processing power become so ubiquitous and accessible

650
00:21:14,760 --> 00:21:16,920
that it's just seamlessly integrated

651
00:21:16,920 --> 00:21:18,120
in our everyday lives?

652
00:21:18,120 --> 00:21:22,480
Maybe we'll be streaming photorealistic game worlds

653
00:21:22,480 --> 00:21:24,120
directly to our neural implants.

654
00:21:24,120 --> 00:21:24,960
Who knows?

655
00:21:24,960 --> 00:21:26,400
It's an exciting time.

656
00:21:26,400 --> 00:21:26,960
It is.

657
00:21:26,960 --> 00:21:28,360
To be thinking about these things.

658
00:21:28,360 --> 00:21:29,680
But I think one thing's for sure,

659
00:21:29,680 --> 00:21:32,760
the journey of the GPU is far from over.

660
00:21:32,760 --> 00:21:34,520
I wholeheartedly agree.

661
00:21:34,520 --> 00:21:35,020
Yeah.

662
00:21:35,020 --> 00:21:39,720
It's a testament to human ingenuity, our constant drive

663
00:21:39,720 --> 00:21:41,600
to push the boundaries of what's possible.

664
00:21:41,600 --> 00:21:44,480
And I, for one, can't wait to see what the future holds.

665
00:21:44,480 --> 00:21:45,560
Me too.

666
00:21:45,560 --> 00:21:48,080
Thanks for joining us on this incredible deep dive

667
00:21:48,080 --> 00:21:49,360
into the world of graphics cards.

668
00:21:49,360 --> 00:21:50,240
It's been a pleasure.

669
00:21:50,240 --> 00:21:53,760
We hope you've enjoyed the ride as much as we have.

