We all know that Nvidia invented everything, including PC gaming.
... just not the one and only classification of ray tracing tiers, which is now accepted to be a undoubted measure of value by anybody, lol.
We all know that Nvidia invented everything, including PC gaming.
Well, better late than never.Nice.
A marketing slide from a paper presenting an Imagination concept of RT levels/tiers to promote their new products/tech compared to competitor solutions.
... just not the one and only classification of ray tracing tiers, which is now accepted to be a undoubted measure of value by anybody, lol.
This white paper introduces the concept of ray tracing levels to make clear that not all ray tracing solutions are created equally, and that higher-level ray tracing is more capable and feature-rich than the lower levels. As the levels are incremental this white paper introduces the architectural changes and capabilities as we build up from Level 0 to Level 5.
They've always been ahead of competition in RT tech level, not just that slide.A marketing slide from a paper presenting an Imagination concept of RT levels/tiers to promote their new products/tech compared to competitor solutions.
Not just that, adding more levels to something does not necessarily equate to having higher performance. PowerVR had the most complex rasterization on PC, featuring perfect hidden surface removal. Yet, even in the most favorable times for such architecture, we all know how that ended up.Everyone can be ahead on a powerpoint slide. Ask Bitboys.
They also had working hardware they used in demos. No-one just licensed it at the time.Everyone can be ahead on a powerpoint slide. Ask Bitboys.
These levels themselves are just a marketing tool since I don't know anyone else on the market who thinks about RT in such levels - or even agree that this is the direction in which RT h/w should evolve in the future.Not just that, adding more levels to something does not necessarily equate to having higher performance.
Looks very similar to Cerny's RT patent. Both describe a new BHV traversal unit. Sony are probably going to include that tech (now likely a RDNA4 feature) just before AMD desktop GPUs like they did with PS4 Pro that included Vega features.
Regardless of who views it, IMG has had hardware doing more of the "steps" in RT process than any of the current competitors at any given point in time since first competitor (NV) entered the scene. The world might not evolve to the direction they've envisioned it, but considering that everyone else is currently on same road and doing subset of what they have available, it's more likely to continue on their envisioned road than not.These levels themselves are just a marketing tool since I don't know anyone else on the market who thinks about RT in such levels - or even agree that this is the direction in which RT h/w should evolve in the future.
It is interesting as IMG's own view on this but that's about it.
In case of PS5 it was a choice rather than anything else to my understanding, since MS had no issues launching full featured RDNA2 at the same time?Only if there is a PS5 Pro which launches before the end of next year which is when we'll likely see RDNA4.
And if it does launch before RDNA4 then like the PS5 and RDNA2, it may well be lacking the full RDNA4 feature set.
Could you please name the GPUs or APUs with Imagination's RT h/w which were/are present in PC gaming scene which Nv has entered?Regardless of who views it, IMG has had hardware doing more of the "steps" in RT process than any of the current competitors at any given point in time since first competitor (NV) entered the scene.
In todays world you only show a prototype when you want to impress investors. Simulations are so good that you dont need to manufacture a prototype anymore.They also had working hardware they used in demos. No-one just licensed it at the time.
Here you go, the card they used in CES 2016, doesn't look like simulation to me, or are you suggesting there's just FPGA in there (which is fast enough for realtime RT demos)?In todays world you only show a prototype when you want to impress investors. Simulations are so good that you dont need to manufacture a prototype anymore.
but that's 2016. there has been no product since that uses Imagination's ray tracing IP. since then, Nvidia, AMD, Intel, Samsung, Qualcomm, and ARM has put their IP to products you can buy right now. Imagination isn't relevant in the ray tracing discussion until they join the party.Here you go, the card they used in CES 2016, doesn't look like simulation to me, or are you suggesting there's just FPGA in there (which is fast enough for realtime RT demos)?
Image from https://www.hardware.fr/tag_flux/210-211/imagination-technologies-powervr.html
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I believe their initial product was hybrid based using ray tracing and rasterization and designed primarily for mobile. They do have the IMG DXT gpu which they state eliminates the need to have combined ray tracing and rasterization, though I believe the card is only for professional use cases. Not sure if anyone is using their IP as RT was well researched in academia and concepts readily available for anyone to use prior to Imagination's h/w accelerator debut.but that's 2016. there has been no product since that uses Imagination's ray tracing IP. since then, Nvidia, AMD, Intel, Samsung, Qualcomm, and ARM has put their IP to products you can buy right now. Imagination isn't relevant in the ray tracing discussion until they join the party.
To be honest that's all I thought they did, all this info is new to me and fascinating!I believe their initial product was hybrid based using ray tracing and rasterization and designed primarily for mobile.
A marketing slide from a paper presenting an Imagination concept of RT levels/tiers to promote their new products/tech compared to competitor solutions.
That's the part where i disagree the most.and that higher-level ray tracing is more capable and feature-rich than the lower levels.
That is a fairly recent paper! Good to see Nvidia researchers thinking outside the box on alternative methods of ray tracing though not sure existing software ray tracing techniques are based on a similar approach to the ROMA (Ray-aligned Occupancy Map Array) method.Some research ironically supported by NVIDA to do simplified raytracing which invalidates most of the raytracing hardware. Meta's Deep Appearance Prefiltering does too, because it uses beam tracing which much like anisotropic cone tracing really doesn't suit the overly restrictive hardware. HWRT is hardware based vertex processing all over again, locking everything into a wrong path almost impossible to escape from. Just as UE finally was moving to a compute based pipeline, HWRT constricts everything again.
Traversal engines should be user programmable enough to do beam/cone/ray-differential tracing of variable resolution hierarchies. Intersection should be an exposed shader instruction.