DegustatoR
Legend
Ray intersection is BVH traversal, until it hits a triangle.Ray/intersection is hardwate accelerated but not BVH traversal.
Ray intersection is BVH traversal, until it hits a triangle.Ray/intersection is hardwate accelerated but not BVH traversal.
We've seen how developers fuck up flexible APIs, most DX12 impelementations were trash in the first 4 years, with massively worse performance than DX11. The situation could be alot worse with a DXR that is more to the metal.Vendor extensions would be the way to go, but
Ray intersection is BVH traversal, until it hits a triangle.
With Ampere, NVIDIA introduces its 2nd generation RT core that aims to improve raytracing acceleration, as well as new effects, such as raytraced motion blur. An RT core is a fixed-function hardware component that handles two of the most challenging tasks for SIMD programmable shaders, bounding volume hierarchy (BVH) traversal and intersection; i.e., calculating the exact point where a ray collides with a surface, so its next course can be charted. Typical raytracing workloads in a raster+raytracing hybrid rendering path involve calculating steps of traversal and intersection across the BVH and bounding-box/triangle intersections, which is a very unsuitable workload for typical GPUs because of the nature of memory accesses involved. This kind of pointer chasing doesn't scale well with SIMD architectures (read: programmable shaders) and is better suited to special fixed-function hardware, like the MIMD RT cores.
Without taking names, NVIDIA pointed out that a minimalist approach toward raytracing (possibly what AMD is up to with RDNA2) has a performance impact due to overreliance on SIMD stream processors. NVIDIA's RT cores offer a completely hardware-based BVH traversal stack, a purpose-built MIMD execution unit, and inherently lower latency from the hardware stack. The 2nd generation RT core being introduced with Ampere adds one more hardware component.
Has there been any use of tensor cores for denoising outside of rendering productivity software?Denoising and DLSS is accelerated by Tensor Core.
Has there been any use of tensor cores for denoising outside of rendering productivity software?
There isn't any possibility, all DXR/Vulkan implementations use shader denoisers, even the ones made by NVIDIA for games such as Quake 2, Minecraft or Watch Dogs Legion.but at least this is a possibility
There isn't any possibility, all DXR/Vulkan implementations use shader denoisers, even the one made by NVIDIA for games such as Quake 2, Minecraft or Watch Dogs Legion.
Yeah definitely a possibility and was one of the marketing items when Turing was first released. But for gaming DLSS became the focus for tensors (which is good imo).No I think currently denoising is done using shader core but at least this is a possibility. On AMD denoising can only be done using shader core.
You're confusing ray traversal with hit evaluation. RDNA2 does hit evaluation (what to do when ray hit a BVH volume or a triangle) on shading h/w but ray traversal is handled by dedicated RT h/w. Traversal is done by ray accelerators through BVH until it ends at some triangle. The difference between NV and AMD is in triangle hits where RT core can decide what to do with rays on it's own while RDNA2 has to run a shader - and since rays may diverge at this point the SIMD h/w on which the shader is running may end up being severely underutilized meaning that more cycles will be needed to fully evaluate the hit.AMD does not have MIMD core to optimize BVH traversal at all. And NVIDIA told the AMD approach rely on SIMD core is less performant.
https://www.techpowerup.com/review/nvidia-geforce-ampere-architecture-board-design-gaming-tech-software/4.html#:~:text=NVIDIA's RT cores offer a,latency from the hardware stack.&text=NVIDIA tells us that this,effects in real-time raytracing.
It's been confirmed many times already that UE5 will use DXR h/w.Basically when more and more games will use Unreal Engine 5, we will see less and less games use raytracing until a new version of DXR probably from 2023.
You're confusing ray traversal with hit evaluation. RDNA2 does hit evaluation (what to do when ray hit a BVH volume or a triangle) on shading h/w but ray traversal is handled by dedicated RT h/w. Traversal is done by ray accelerators through BVH until it ends at some triangle. The difference between NV and AMD is in triangle hits where RT core can decide what to do with rays on it's own while RDNA2 has to run a shader - and since rays may diverge at this point the SIMD h/w on which the shader is running may end up being severely underutilized meaning that more cycles will be needed to fully evaluate the hit.
It's been confirmed many times already that UE5 will use DXR h/w.
It's as "ideal" as Lumen is while providing much better quality for reflections and likely a speed-up too. Better API will be needed to raytrace against Nanite meshes - something which isn't done by anything at the moment.This is not the default option and far from ideal. Brian Karis asked on twitter better API to be able to use LOD.
It's as "ideal" as Lumen is while providing much better quality for reflections and likely a speed-up too. Better API will be needed to raytrace against Nanite meshes - something which isn't done by anything at the moment.
It's better than Lumen's SDF tracing.The usage of proxy is far from ideal
It's better than Lumen's SDF tracing.
Ray/intersection is hardware accelerated but not BVH traversal on AMD GPU. NVIDIA GPU hw accelration use RT core for BVH traversal and ray/intersection acceleration. Denoising and DLSS is accelerated by Tensor Core.
Sure. I OTOH will be surprised if we'll get even one UE5 AAA title which won't use RT h/w in some capacity.We will see when Unreal Engine 5 games will arrive. I think nearly all UE 5 games using Nanite will not use raytracing.
Sure. I OTOH will be surprised if we'll get even one UE5 AAA title which won't use RT h/w in some capacity.
That's a really bad simplification if given context.Ray intersection is BVH traversal, until it hits a triangle.
Oh, interesting! Where do you have this information from?You're confusing ray traversal with hit evaluation. RDNA2 does hit evaluation (what to do when ray hit a BVH volume or a triangle) on shading h/w but ray traversal is handled by dedicated RT h/w. Traversal is done by ray accelerators through BVH until it ends at some triangle. The difference between NV and AMD is in triangle hits where RT core can decide what to do with rays on it's own while RDNA2 has to run a shader - and since rays may diverge at this point the SIMD h/w on which the shader is running may end up being severely underutilized meaning that more cycles will be needed to fully evaluate the hit.