How useful would hybrid CPU+GPU rendering be for real time Ray tracing?

Discussion in 'Graphics and Semiconductor Industry' started by Cat Merc, Jan 21, 2019.

  1. Cat Merc

    Newcomer

    Joined:
    May 14, 2017
    Messages:
    124
    Likes Received:
    108
    Lisa Su's very heavy hint at 16 cores on AM4 with Ryzen 3000 got me thinking. Assuming things keep on the same trajectory (bold assumption, but bear with me here) by 2022 we'll have 32 cores available as the top end on mainstream. Assuming that, how viable would a hybrid raster and Ray tracing renderer be using the massive amount of cores on the CPU?
     
  2. w0lfram

    Newcomer

    Joined:
    Aug 7, 2017
    Messages:
    157
    Likes Received:
    33
    You have to reverse assign what is needed.

    Ray Tracing only adds eye-candy and is in it's infancy. Heck even geometric rays (ie: shapes) for lighting can add in processing using hybrid approach. So how many rays are needed in a typical game..? Then build out the imaginary hardware needs from there.


    Personally, I think ROPS matter more than tensor cores, or ray tracing specific hardware. As for the CPU? I am not sure how integral the CPU will be, rasterization in games.
     
    #2 w0lfram, Jan 29, 2019
    Last edited: Jan 29, 2019
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...