Khronos Group Interview - Next Gen Graphics, Ray Tracing & Vulkan - With Neil Trevett

Vulkan Ray Tracing Final Specification Release
Today, Khronos® has released the final versions of the set of Vulkan®, GLSL and SPIR-V extension specifications that seamlessly integrate ray tracing into the existing Vulkan framework. This is a significant milestone as it is the industry’s first open, cross-vendor, cross-platform standard for ray tracing acceleration - and can be deployed either using existing GPU compute or dedicated ray tracing cores. Vulkan Ray Tracing will be familiar to anyone who has used DirectX Raytracing (DXR) in DirectX 12, but also introduces advanced functionality such as the ability to load balance ray tracing setup operations onto the host CPU. Although ray tracing will be first deployed on desktop systems, these Vulkan extensions have been designed to enable and encourage ray tracing to also be deployed on mobile.

We received feedback from authors of API translation layers (such as vkd3d-proton) that it would be impractical to layer DXR on top of the provisional API Vulkan Ray Tracing acceleration structure. This resulted in changes to a sized acceleration structure creation and using allocation of acceleration structure storage on a VkBuffer instead of dedicated acceleration structure object storage. One impact of these changes is that the VkAccelerationStructureKHR and VkAccelerationStructureNV handles are no longer aliases and cannot be used interchangeably. Similarly any structures or functions which take them as parameters are also no longer aliased.

We also added a new acceleration structure type for layering - VK_ACCELERATION_STRUCTURE_TYPE_GENERIC_KHR. This can be used at acceleration structure creation time in cases where the actual acceleration structure type (top or bottom) is not yet known. The actual acceleration structure type must be as specified as VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR or VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR when the build is performed and cannot be changed. Applications written directly for Vulkan should not use
VK_ACCELERATION_STRUCTURE_TYPE_GENERIC_KHR as this could affect capabilities or performance in the future.

We also received feedback from authors of layered Vulkan implementations (such as MoltenVK) indicating that some ray tracing requirements (such as device addresses) would make it impossible to implement Vulkan in a layered fashion on some other APIs. Unfortunately it is impossible to address this while also supporting other goals like feature parity with DXR. We hope that future versions of other APIs will add the necessary features to enable this layering as well.

We heard that developers really preferred unified creation and build parameters, as in VK_NV_ray_tracing and DXR. We changed the acceleration structure creation to be based on size, and the size can be calculated from the same structure that is used for builds (vkGetAccelerationStructureBuildSizesKHR), or from a compaction query (vkCmdWriteAccelerationStructuresPropertiesKHR). We also learned that some implementations needed additional information at creation time, and this resulted in the addition of pMaxPrimitiveCounts to vkGetAccelerationStructureBuildSizesKHR.
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Drivers including the final Vulkan Ray Tracing extensions for NVIDIA GPUs can be found at developer.nvidia.com/vulkan-driver, together with information on which GPUs are supported. Initial drivers supporting these extensions for AMD GPUs can be found at https://www.amd.com/en/support/kb/release-notes/rn-rad-win-20-11-2-vrt-beta. The ray tracing extensions will be supported by Intel Xe-HPG GPUs, available in 2021, with driver support provided via the regular driver update process.
Vulkan Ray Tracing Final Specification Release - The Khronos Group Inc
 
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