We'll have to wait and see, but I wouldn't put too much weight on an interview pre-dating latest delays.I'm confused why CDPR has stated that AMD cards won't support RT at launch then.
We'll have to wait and see, but I wouldn't put too much weight on an interview pre-dating latest delays.I'm confused why CDPR has stated that AMD cards won't support RT at launch then.
I'm confused why CDPR has stated that AMD cards won't support RT at launch then.
What's new in AGS 6.0 since version 5.4.2
AGS 6.0 includes the following updates:
- DX12 ray tracing hit token for RDNA2 hardware.
- Shader intrinsic that exposes ReadLaneAt in DX12.
- Shader intrinsics that expose explicit float conversions in DX12.
- Refactored and revised API to minimize user error.
- Added agsGetVersionNumber.
- Detection for external GPUs.
- Detection of RDNA2 architecture.
- Grouped the more established intrinsics together into per year support.
- Function pointer typedefs for the API
Looks like there are games where it won't work, depending on the amount of TWIMTBP-infection they have.
You mean the games using Nvidia’s Vulkan extensions because the main Vulkan api doesn’t support RT yet? I know it’s fun to hate on Nvidia but I don’t think this is one of those times.
What we don’t know is whether the DirectX/DXR games have any proprietary cruft. That would be quite stupid if they did.
You mean the games using Nvidia’s Vulkan extensions because the main Vulkan api doesn’t support RT yet? I know it’s fun to hate on Nvidia but I don’t think this is one of those times.
What we don’t know is whether the DirectX/DXR games have any proprietary cruft. That would be quite stupid if they did.
Can they (imaginary game studio) really claim its DX12U/DXR compliant game if it uses some weird vendor exclusive extensions that break it to the point where it only works on a single vendor? Not sure how MS feels about that.
I think so. DirectX games use proprietary stuff all the time. Gameworks, nvapi etc.
I thought that some early "RTX" titles used some proprietary Nvidia Optix libraries to integrate raytracing. I'll honestly be surprised if every non-Vulkan game works out-of-the-box with RDNA2.
Aren't things like GameWorks, NVAPI etc "on top" of Direct3D?I'm not sure. Maybe Minecraft RTX? Is it vulkan or d3d? I thought Direct3D did not allow proprietary extensions, so anything would be built on top of DXR, which should make it run on pretty much any family of gpu.
Aren't things like GameWorks, NVAPI etc "on top" of Direct3D?
I'm talking about DXR specifically.
Aren't things like GameWorks, NVAPI etc "on top" of Direct3D?
Metro Exodus...would be surprised/shocked if RT ran out of the box on AMD GPUs..I thought that some early "RTX" titles used some proprietary Nvidia Optix libraries to integrate raytracing..
Metro Exodus...would be surprised/shocked if RT ran out of the box on AMD GPUs..
Agreed, I think people are going to be surprised at the number of titles that will be available. Publishers aren't going to update past titles either.I fear for Cyberpunk to be honest. CDProjekt Red has a history of using nvidia-centric optimizations that hurt performance on AMD GPUs, like Hairworks on Witcher 3.
Smart Access Memory already works on Linux and is not exclusive to Zen 3 or Navi 2x