Wow Intel has some really strong opinions on RT architecture and they mostly seem to be saying that AMD is doing it all wrong.
- Don’t do BVH traversal on vector units
- DXR 1.0 style PSOs are better than DXR 1.1 ubershaders doing inline RT
While Intel’s approach is very similar to Nvidia they’re doing some things differently that could give them a big advantage. SIMD execution is only 8-wide when running RT meaning fewer and shorter stalls compared to Nvidia’s 32-wide warps. Intel is also sorting rays after each bounce which would further reduce losses due to divergence.
Alchemist could make things really interesting!