AMD's console dominance gave them the power to drive APIs even without first move advantage ... and they should have grasped it, both for the good of themselves and for the good of game developers.
The way AMD implemented Ray Tracing through "just" an intersection instruction might be harder to scale up to NVIDIA's performance, but if properly exposed it can do what RTX can't ... be a natural part of compute based rendering. With Nanite hitting, the importance of that is huge IMO. The right way would have been to add a Vulkan shader/compute extensions for their intersection instructions, maybe also for ray differentials since NVIDIA didn't (implemented with microcode, but leaving the door open for hardware implementation). The existing API is fine for lazy devs, but it's a bad fit for developers who want to explore non standard acceleration structures and geometry representations.
The way NVIDIA is driving ray tracing is boring and proprietary, it will eventually get where it needs to go, but at a drip feed pace ... Micro-Mesh is a good example of everything wrong with it, why the hell did that need an entirely new hardware generation? Give Brian Karis&Co the tools they need.
AMD let themselves be maneuvered into a second CUDA trap, but this time they had the power to forge their own way ... between consoles giving them market power and Nanite showing the market need.
The way AMD implemented Ray Tracing through "just" an intersection instruction might be harder to scale up to NVIDIA's performance, but if properly exposed it can do what RTX can't ... be a natural part of compute based rendering. With Nanite hitting, the importance of that is huge IMO. The right way would have been to add a Vulkan shader/compute extensions for their intersection instructions, maybe also for ray differentials since NVIDIA didn't (implemented with microcode, but leaving the door open for hardware implementation). The existing API is fine for lazy devs, but it's a bad fit for developers who want to explore non standard acceleration structures and geometry representations.
The way NVIDIA is driving ray tracing is boring and proprietary, it will eventually get where it needs to go, but at a drip feed pace ... Micro-Mesh is a good example of everything wrong with it, why the hell did that need an entirely new hardware generation? Give Brian Karis&Co the tools they need.
AMD let themselves be maneuvered into a second CUDA trap, but this time they had the power to forge their own way ... between consoles giving them market power and Nanite showing the market need.