They might well have been. the two video's you linked to aren't valid evidence of it though.I highly doubt Sony was not thinking about raytracing before 2015, the date of the Photon Mapping patent.
They might well have been. the two video's you linked to aren't valid evidence of it though.I highly doubt Sony was not thinking about raytracing before 2015, the date of the Photon Mapping patent.
It scales well. Works better with RT hardware IIRC viewing the demo.Calling all the experts on this forum.
Could this: http://jcgt.org/published/0008/02/01/
be an alternative to pure ray tracing for next gen games?
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CPU does BVH using Embree, tracing on GPU.
BVH
There has been a lot of talk about moving the intersection closer to the CPU side of things on the APU. But I'm not necessarily sure, and we haven't seen that type of design before. Obviously for nvidia it's RT needs to be on the GPU, since it has no other way to get it closer to the CPU. But perhaps intersection hardware might be better closer to the CPU, I dunno.Now it hit me. This is the future of next gen console games.
Remember how CELL promised to usher in a new era of simulation/AI/physics heavy games? Remember most of it's horsepower ended up going into offloading tasks from the GPU that just could barely get the tasks devs were aiming for at 720p...
Yeah, prepare for another 6 years of that again.
Yup, one of the better videos on ray tracing and acceleration structures.CPU / GPU hybrid RT in World of Tanks (no DXR):
CPU does BVH using Embree, tracing on GPU.
BVH for 30 Tanks (each 50000 trianlges) takes 1.5ms on CPU.
GPU does 1 rpp (vehicle shadows only - probaly also sun only) and denoising for area light.
(BTW, pretty well explained in german without marketing BS )
This is the video in EnglishYup, one of the better videos on ray tracing and acceleration structures.
DXR will call on the driver to perform the function. I'm not entirely sure if its possible to have the driver perform the calculation over the CPU, because which GPU vendor would write that type of driver?They do the BVH on the CPU, is this the same in DXR too?
I knew somebody would say this. 7TF + CPU BVH build = 10 TF, hahaNow it hit me. This is the future of next gen console games.
No, NV certainly does it on GPU. I remember Exodus talk mentioning 4 ms IIRC, but they have been hidden with async compute.They do the BVH on the CPU, is this the same in DXR too?
Sounds they use prebuild BVH for intact models, and likely only refit that + building top level AS. But i don't know.what's the difference between an intact tank and a damaged one RT wise? more BVH work on the CPU?
BVH creation and updates are handled on CPU by the driver on NV RT capable h/w (Pascal and Turing).No, NV certainly does it on GPU.
So even when async call is submitted to update the BVH, it still occurs on the CPU?BVH creation and updates are handled on CPU by the driver on NV RT capable h/w (Pascal and Turing).
Yeah I remember Battlefeild V requiring a much higher CPU to drive the DXR reflections.BVH creation and updates are handled on CPU by the driver on NV RT capable h/w (Pascal and Turing).