Do you have proof of this claim that is published and that we can see? So you’re saying that BFV would run at 30fps on a compute based RT solution on 2080TI today ?
No and i did not say so, i only made an example based on an arbitary chosen factor of 2, based on given argument TitanV has twice die size vs. 2060 but similar or worse RT performance.
I don't think BFV is possible with compute because it shows sharp and exact reflections of triangles, which would not work with alternative geometry. I don't believe compute tracing triangles is the best idea because they take too much registers.
But what i try to say is: In real life materials sharp reflections are very rare. If we could, we would trace cones not rays to approximate material reflectance better with less noise and less rays. So it makes sense to reduce LOD not only for performance but also for image quality.
If we had a software algorithm that utilizes this it can beat RTX in both performance and IQ, and it fits most materials better, but it can not handle perfect mirrors. Depending on the scene, we would prefer this in most cases still.
... if Navi has no RT cores, i'll work on this. I already know how and it is likely very fast. If it has RT cores i won't, because RT cores need work. It might make sense to combine both to get the best of both worlds eventually.
And that with a software based data structure you’re going to obtain 10x improvement over that resulting in a 5x improvement over a FF hardware today?
As said earlier, if i compare my compute ray numbers for GI on FuryX with given 2080Ti numbers from Remedys video, they pretty much match up. (Hard to compare!)
But this already includes LOD and alternative geometry utilization, so i can't beat RTX only match it. With an old GPU though.
Also, for GI you do not need much accuracy. It is not fair to compare my optimized geometry vs. what RTX achieves with BFV. I try to mention this all the time.
My 10x number comes within an example of typical speedups achieved by software optimization vs. the speedup we see with RTX and FF hardware.
I can still make my stuff faster. It can't saturate Fury yet - i need to add async compute, in need to add shader model 6.0 stuff, i could do everything with fp16 on newer hardware, etc. Low level optimizations still missing.
But the important thing is: I do not need so many rays. Also i don't need denoising. And that's why i'm faster than Q2 and why i can do this with first gen GCN.
(But i do not compete with RTX - it's still useful to add details and can be fully utilized for that. Also the work on denoising presented in Q2 is still as useful if combining with my tech. It's all great! Just nit-picking here
)
All i say here is under assumption i make various trade-offs, like said restriction about sharp reflections, but also things like ignoring transparency. I sacrifice this 'minor' stuff to achieve an overall better approximation of reality. So i tailor to my specific requirements, which is what games will keep doing in any case.
And all is said only to give examples of what would have happened if there were no RT HW, to illustrate that less performance but more flexibility would have been better IMHO.
If you say: "No! I want perfect sharp reflections at most! And i care a s**t about infinite bounces, or area lights and shadows!" then this still does not necessarily mean i'm wrong, you just talk to the wrong guy. Others would just come up with completely different solutions if they put priorities on this.
And RTX can't do everything either. You still need to choose between GI, or soft shadows, or crisp reflections, or Refractions... Atomic Heart shows the most 'effects', but no complete lighting solution, no dynamic GI. NV showed individual denoiser pass per effect or even per light! Imagine how this sums up!
But i've said this much too often already. Just because of one new guy on the threat it all came up again - my fault, admitted. It's as exhausting for me is it's for you. So i'll no longer self defense - its just rays ;D