Well, DXR (and very DXR-like Vulkan extension as well as Optix) is the only way to do hardware ray tracing on PC. It doesn’t mean that it’s good. It’s a big black box and developers can’t really do some of the things that low-level hardware access could allow.
Let's extrapolate that to DirectX as a whole, shall we?He actually goes more in depth about the advantages of being able to have low level access to the RT HW and the BVH accelerator structure (in terms of fine grain updates and data streaming in and out) that DXR does not give devs. Why? BC issues across GPU’ vendors and generations of GPU’s from the same vendor too which console developers normally do not take for granted and thus are able to optimise more.
Then again with the HotChips presentation hearing from the Xbox engineers, again, that console environments allowing much more optimisation than an equivalently specced Windows desktop was yet another reminder of why having a universal abstracted interface leaves a lot of untapped potential (as if people did need such a reminder really, but maybe some do...).
RT has got to be the most Over rated and useless tech I have seen in some time. Honestly yet to see what the big deal is regarding it.
For me techs like DLSS and Checkerboarding are far more useful techs going forward.
RT has got to be the most Over rated and useless tech I have seen in some time. Honestly yet to see what the big deal is regarding it.
For me techs like DLSS and Checkerboarding are far more useful techs going forward.
You know ray tracing isn't just reflections right? Ray traced shadows are miles better than Shadow mapped ones, ray traced global illumination is mind blowing, even audio can be ray traced
Which is why NVIDIA is smart to add ML and DLSS 2.0. Recreate the resolution, basically imperceptible to the eye from native resolutions, yet pretty decent gains in performance, which can be used by, I dunno, RT?Yes I do.
Add RT Audio and Shadows and it makes matters worse.
GPU resources can be better spent elsewhere.
Which is why NVIDIA is smart to add ML and DLSS 2.0. Recreate the resolution, basically imperceptible to the eye from native resolutions, yet pretty decent gains in performance, which can be used by, I dunno, RT?
It sucks this gen because both consoles can barely handle it. Next gen we should see games with both RT shadows and reflections.RT has got to be the most Over rated and useless tech I have seen in some time. Honestly yet to see what the big deal is regarding it.
For me techs like DLSS and Checkerboarding are far more useful techs going forward.
It sucks this gen because both consoles can barely handle it. Next gen we should see games with both RT shadows and reflections.
Rendering Engineer at EpicGames: DirectX RayTracing holds everything back in PC land, sadly!
Rendering Engineer at EpicGames: DirectX RayTracing is the only way to do RT on PC
More like Epic's badly optimized Raytracing is holding everything back on PC.
Their hardware allows much more than the plastic white and black box could do.Huh? How do you optimize a black box?
Let's extrapolate that to DirectX as a whole, shall we?
It holds back gaming, right?
There are APIs that suck and APIs that don't.
DXR is a half baked thought pushed out as API.
We've been doing a lot of work to remove a lot of the overhead in terms of the implementation and for a console we can go and make it so that when you call a D3D API it writes directly to the command buffer to update the GPU registers right there in that API function without making any other function calls.
"[Series X] goes even further than the PC standard in offering more power and flexibility to developers," reveals Goossen. "In grand console tradition, we also support direct to the metal programming including support for offline BVH construction and optimisation. With these building blocks, we expect ray tracing to be an area of incredible visuals and great innovation by developers over the course of the console's lifetime."
Their hardware allows much more than the plastic white and black box could do.
He actually goes more in depth about the advantages of being able to have low level access to the RT HW and the BVH accelerator structure (in terms of fine grain updates and data streaming in and out) that DXR does not give devs. Why? BC issues across GPU’ vendors and generations of GPU’s from the same vendor too which console developers normally do not take for granted and thus are able to optimise more.
Then again with the HotChips presentation hearing from the Xbox engineers, again, that console environments allowing much more optimisation than an equivalently specced Windows desktop was yet another reminder of why having a universal abstracted interface leaves a lot of untapped potential (as if people did need such a reminder really, but maybe some do...).
Feel like I remember a certain Veteran constantly screaming that low level optimization is a thing of the past and consoles will not get benefits because of it and thus are just PC's.
To be honest, Ray tracing at some levels can be amazing. But really, it seems all they're being used for is amazing reflections...
Who gives a shit? Demons souls has no ray tracing in it... a game can be made with other forms lighting, like global illumination and still look incredible...
If you need to use Ray Tracing, do it. But it doesn't seem like its the be all end all to make an amazing looking game.
If you can make your game look amazing and Ray tracing isn't necessary, why even bother?
So why is the console Ray tracing either low quality or used very sparingly?
Bookmark this one.Let's extrapolate that to DirectX as a whole, shall we?
It holds back gaming, right?
There are APIs that suck and APIs that don't.
DXR is a half baked thought pushed out as API.
You speak in "general" terms. Low level access can always give you advantages over an agnostic API like DX. However, that doesn't mean it's going to make your hardware "king of the hill" and it still has hardware limitations that can't be optimized (i.e. you are NOT going to see 4k/30 with a PC game showing that same game running 4k/60 on a console like the PS5).
You speak in general terms when you say things like "you won't see benefits due to optimization, optimization these days just means lowering the resolution". The way you jump to acting like optimization whenever someone mentions it is a a sin.. I assume because you continue to treat people you disagree with as some kind of fanboy hivemind.
RT has got to be the most Over rated and useless tech I have seen in some time. Honestly yet to see what the big deal is regarding it.
For me techs like DLSS and Checkerboarding are far more useful techs going forward.
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here's some more.
Why isn’t Vulcan mentioned in the title of this thread?
So he wants access to the BVH structure. I was not aware that you don't have access to it. And if you can only access it when it's at the triangular level, that would suck. I would, however, stay away from trying to mess with that structure if it was built by the API itself. That would take a LOT of work to keep it in sync and continue to extract/inject data into it.
RT has got to be the most Over rated and useless tech I have seen in some time. Honestly yet to see what the big deal is regarding it.
For me techs like DLSS and Checkerboarding are far more useful techs going forward.
Someone actually asked thatHoping for a 1080P option with raytracing and 60fps.