Recent content by Krteq

  1. K

    The Complete List of PC Ray Traced Titles with Classification

    I've been diggin' into this and at CitizenCon 2953 they explain that a bit more. It's based on AMD's GI-1.0 using about 25K sparse probes per scene they also presented "SW mode" (compute) for GPUs without HW RT acceleration with pretty similar results
  2. K

    Khronos ANARI - Cross-Platform 3D Rendering Engine API

    Today Khronos relased cross-platform 3D rendering engine API - ANARI - suitable for scientific visualization etc. https://www.khronos.org/news/press/khronos-launches-anari-1.0-as-the-industrys-first-cross-platform-3d-rendering-engine-open-standard-api ANARI Specification...
  3. K

    The Complete List of PC Ray Traced Titles with Classification

    Are they implementing AMD's "GI-1.0"? https://gpuopen.com/gdc-presentations/2023/GDC-2023-Two-Level-Radiance-Caching-GI.pdf
  4. K

    Direct3D feature levels discussion

    Seems like @DmitryKo 's feature checker is refusing to work with latest Agile SDK lib (It's working fine with 1.710). Can anyone please try?
  5. K

    AMD supporting NVIDIA extensions on the sly?

    Support of some Vulkan extensions from other IHVs is pretty normal. For example, on my renoir based working NTB, I have these Vulkan exts listed as supported VK_INTEL_shader_integer_functions2 VK_NV_compute_shader_derivatives https://vulkan.gpuinfo.org/displayreport.php?id=21437#extensions...
  6. K

    RTX Remix

    RTX Remix 0.2.0 released along with RTX Remix Bridge https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0 https://github.com/NVIDIAGameWorks/bridge-remix
  7. K

    AMD Radeon Software Driver Announcement thread

    I'm not really sure where to paste this. AMD is using reinforced learning in driver development process GENERATING GPU COMPILER HEURISTICS USING REINFORCEMENT LEARNING (PDF)
  8. K

    GART: Games and Applications using RayTracing

    Heh, so all current hybrid RT implementations are not "physically correct"/"representing natural lightning" now? It's been repeated in all RT related threads multiple times by some individuals incl. you
  9. K

    Shader Compilation on PC: About to become a bigger bottleneck?

    Yep, Microsoft took Mantle "core" as a base of D3D12, it even shares resource model... heck even some whole parts of documentation etc. It also makes sense when you realized that "similar" API is used on XSX/XSS
  10. K

    Shader Compilation on PC: About to become a bigger bottleneck?

    I think one of those pipeline/compilation models will be "mandatory" in a Vulkan 1.4 revision
  11. K

    Shader Compilation on PC: About to become a bigger bottleneck?

    Another nice progress on Vulkan with VK_EXT_shader_object extension https://www.khronos.org/blog/you-can-use-vulkan-without-pipelines-today
  12. K

    DirectStorage GPU Decompression, RTX IO, Smart Access Storage

    I missed that presentation, thx for reminder DirectStorage: Optimizing load-time and streaming (.PDF)
  13. K

    GART: Games and Applications using RayTracing

    Dang, NVIDIA's own license... I hoped for GNU GPL :mrgreen:
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