Oh, I see, we're going back to wishing for magical algorithms that run just as good as fixed function hardware.It's not about power but how they operate. If compute shaders can be made to perform BVH intersects well, RT can be done on compute. That's the only part RTX is accelerating. Or, alternatively, perhaps compute will not accelerate intersect tests but other aspects of the resolve may be accelerated, meaning the final result is just as good.
When AMD introduced unified shaders, nVidia said they were slower than discrete shaders which is why they didn't have them in 7800. Now we all use unified shaders, and indeed their evolution into compute...
Commercial ray tracing software has seen big improvements thanks to RTX. You're not going to call those unoptimized, are you?The Titan V struggles at emulating a high level implementation of Ray Tracing on PC on an API for WindowsI10 that is so generic it probably misses dozens optimisation opportunities it could have were dice building a game from the ground up with it as a baseline, and probably also forces an approach that is not as optimal as the one the developer would have chosen themselves.
"Everybody knew..."Got to love it when people see or imagine what they want just to suite their agenda...Everybody knew from the get go that SVOGI wasn't going to be a reality in 2012, even Epic. It was simply used a marketing tool to prop up UE4 which was in development hell. Nobody had done anything with SVOGI at the time as the technique was literally invented by Cyril Crassin (in collaboration with Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann) a few months prior to UE4's announcement. Once Crassin became a full time Nvidia employee (by the end of 2011) Nvidia approached Epic and pimped it to them as a joint marketing effort...Epic didn't magically develop Lightmass as a replacement in a few weeks once "SVOGI" was scrapped because they suddenly discovered that it would be impossible to run on consoles or even high end PCs. seriously.
Those companies (Nvidia, Epic, AMD, Intel or whatever) are all about marketing BS to sell their products and make money. They don't care if this technique is better than this one. They only care about which one runs/works better on their product. Nvidia has been promoting the hell out of SVOGI for years because that (particular implementation) was theirs and worked best on their GPUs. The new buzz word is RT and Nvidia build dedicated HW to accelerate a single part of it so now they are going to BS their way into claiming that this is the best thing since sliced bread (while continuing to work on SVOGI and literally released VXGI 2.0 on the day DXR was unveiled btw..but on the low to not mess up the marketing message..). You only need RT "Hardware" if you want to make RT the way Nvidia wants you to make it (and this applies to all companies..).
Hindsight is 20/20 isn't it?
Of course, the major difference between SVOGI and DXR is that DXR is a standarized API while SVOGI is just one specific technique. If consoles don't support it that'd be AMD holding a whole generation back and would deserve crashing and burning for it.