ARM Immortalis GPU - mobile with Hardware RayTracing

Lets hope nobody will port the UE5 over to the mobile world. :D
Don't worry, UE5 will have the lower quality forward renderer (doesn't support ray tracing) available for common mobile/VR games or Nintendo consoles just like UE4 and most mobile graphics hardware still won't be able use all of UE5's feature like Nanite for different reasons ...

Epic Games also recommends against shipping games with the console/desktop or mobile deferred renderer on mobile devices since Qualcomm's Vulkan drivers are still mediocre. Unity's HDRP renderer (required for ray tracing) only works on iOS mobile devices as well ...
 
Ray Tracing is rather slow? So perhaps power draw or thermal output are unaffected here. Often we cross difficulty of workload with being the same as saturation. What often drives up the power draw and thermal workloads is really FPS. You hit the entire pipeline more times per second the higher the frame rate. RT only adds a singular additional step in a pipeline.
A low frame rate doesn't mean low power nor does high FPS necessarily mean high power. When there is correlation between low power and low FPS it probably means low utilization of resources and that is the reason for the low FPS.
 
So we now have PowerVR's IMG CXT, ARM's Immortalis/MediaTek, Samsung's RDNA2, Snapdragon 8 Gen 2, and now Apple.
So now it's official, A17 is supports Hardware Ray Tracing. Using a custom demo, Apple compared A17 with Hardware RT vs A16 with Software RT, and A17 was found to be 4X times faster.

 
So now it's official, A17 is supports Hardware Ray Tracing. Using a custom demo, Apple compared A17 with Hardware RT vs A16 with Software RT, and A17 was found to be 4X times faster.

The only question is is it (customized) CXT or actually "Apple design" like they claim
 
The only question is is it (customized) CXT or actually "Apple design" like they claim

Apple design with a GPU "architectural license" IMHO.

OT: Isn't it way OT for an ARM/Immortalis thread?
 
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