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Ray Tracing Is No New Thing

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61–66 of 66 posts

Re: Ray Tracing Is No New Thing

#61
post #19

Earlier quoted context omitted.

I can't answer the question, but I'm curious how you think NVIDIA should have introduced real time raytracing to the industry? They can make it proprietary at the API level, or proprietary at the ISA level, but at some point you're stuck with the fact that their hardware can do something AMD's cannot. Is it industry hurting to make the GPU they sell have any exposed new capability, other than making the same old thin…

NVidia actively denies others the ability to interact with their "Gsync" platform - an AMD card will never be able to take advantage of a Gsync monitor. I'm getting the answer that this is a Vulkan/DirectX Api, and assuming that's the case, that's great. But if it was a proprietary API (like Gameworks), that could only possibly run on proprietary hardware, I'd have a problem. As long as everyone can leverage those AP…

It's a OpenGL/Vulkan/DX12 API.

It is up to the other vendors to produce their own hardware and respective OpenGL/Vulkan extensions.

And maybe Khronos eventually gets to standardize them.

Re: Ray Tracing Is No New Thing

#62
post #41
post #3

Can someone from AMD/NVidia please jump in and explain the difference between Radeon Rays (2016?) and RTX (2018)? Thanks!

And if someone from Game development communities could explain how hard is it to do RTX or DirectX RT on current games? Would companies now have to do two set of graphics, design, and code path? One that does it with DirectX RT the other doing it with all the Rasterisation technique such as Shadow mapping etc. Basically I am interested in the Cost of such Direct X RT implementation. And what sort of time frame could…

Naturally multiple code paths are required, as always.

Re: Ray Tracing Is No New Thing

#63
post #41
post #3

Can someone from AMD/NVidia please jump in and explain the difference between Radeon Rays (2016?) and RTX (2018)? Thanks!

And if someone from Game development communities could explain how hard is it to do RTX or DirectX RT on current games? Would companies now have to do two set of graphics, design, and code path? One that does it with DirectX RT the other doing it with all the Rasterisation technique such as Shadow mapping etc. Basically I am interested in the Cost of such Direct X RT implementation. And what sort of time frame could…

It's a big step, both assets and codepath have to change to make full use of it. It's possible to change some effects to work in a forwards-compatible way, but this isn't a free lunch. As an traditional GPU, the RTX is only slightly better than the existing 10-series.

Since AMD continues to hold console developers with their semi-custom chips, this is only likely to impact a limited set of titles in the near future.

Re: Ray Tracing Is No New Thing

#64
post #62
post #41

Earlier quoted context omitted.

And if someone from Game development communities could explain how hard is it to do RTX or DirectX RT on current games? Would companies now have to do two set of graphics, design, and code path? One that does it with DirectX RT the other doing it with all the Rasterisation technique such as Shadow mapping etc. Basically I am interested in the Cost of such Direct X RT implementation. And what sort of time frame could…

Naturally multiple code paths are required, as always.

Yes but it means another set of path to test and optimise. Another set of Graphics design asset for RT. As if the current AAA titles budget are not expensive enough. Instead of making quality games cheaper, we are making graphics intensive games even more expensive to build. And I don't think it is healthy at all.
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