That's to be expected though, if nVidia put in the investment. If you develop an engine to work on a particular architecture, and then an alternative comes along to try and run the same engine, you'd expect differences. The real concern is whether cross-platform engines end up favouring an architecture. If, for example, Unreal Engine's RT solution better favours nVidia hardware because nVidia have been involved in its development, that might result in a performance negative for other platforms. For the benefit of the art, we want solutions to really be platform agnostic, with it being the responsibility of the IHVs to develop optimal hardware solutions. At this juncture, a lot probably rests on what the next consoles bring as they'll define the RT target for the next few years of multiplat engines. Well, MS's side should be obvious as its DXR, and on AMD, so any DXR engine should, we hope, be as nice a fit for AMD's (XB) RT solution as any other. Sony is an unknown at this point. We really need any proprietary solution to be a good fit for what's happening in the PC space, and definitely not off on an independent tangent. Unless they're doing something mind-boggling.On a more technical point. There's always a chance that an specific implementation runs at sub-par performance on other IHVs HW when it's partly coded by a competing IHV (UE4's current DXR implementation). Which brings me to Metro Exodus.. It will be really interesting to see if it ever works (or its performance) on non NV HW (when AMD & Intel finally have DXR support) given that some of the underlying RT code is AFAIK based on Nvidia's proprietary iRay.
Should also have commented on the paper! The separation of lighting and shadowing is exactly the sort of thing that offline renderers wouldn't consider because it clashes with their mandate for quality, and exactly the sort of thing we've been expecting game devs to toy around with and find better uses for RT techniques than just brute-forcing the image construction. Shadowing can be dealt with as a different task to lighting. Lighting solutions can focus on solving the temporal latency, while shadowing can work on most efficient tracing and denoising, while shading happens through the rasterisation of the polygons. Flexible solutions will allow us to combine and separate processes as best fits for optimal results. So, early results with RT performance won't be at all reflective of what games are achieving in a few years on the same hardware.
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