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3DMark Time Spy Raytracing Benchmark Update To Arrive Next Month.

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https://www.guru3d.com/news-story/3...ng-benchmark-update-to-arrive-next-month.html

Practical real-time raytracing for games

Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games. With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques. The DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into the DirectX 12 game engine.


Some fun for old cards as well.
 
Just wondering... Most do or use to V Ray render off CPUs ...

Wondering if DXR from Windows will allow CPU cores to raytrace as well... Seems we are getting more and more cores so would be a logically step . Specially if they were to add that into their next lines of Xbox since AMD don't have the hardware .
Would be smart move for all those involved.. bar Nvidia haha
 
I will be very interested to see how Vega performs in this. Will this make use of Radeon Rays 2.0?

Vega performance probably will be slower than GTX 1060 or maybe it cant run because of shader issues.


No 3DMark TimeSpy Ray Tracing demo will not use Radeon Rays 2.0 as it need OpenCL or Vulkan, 3DMark TimeSpy Ray Tracing demo will use DirectX Ray Tracing,
 
Vega performance probably will be slower than GTX 1060 or maybe it cant run because of shader issues.


No 3DMark TimeSpy Ray Tracing demo will not use Radeon Rays 2.0 as it need OpenCL or Vulkan, 3DMark TimeSpy Ray Tracing demo will use DirectX Ray Tracing,

Rubbish. How long did you have to search for something to make AMD look terrible? It even says in the very description of the Video, you can't base anything on these performance figures. AMD obviously hadn't a proper driver ready, as the Dx12 Ray Tracing fall back layer relies heavily on compute and AMD cards are very strong in compute, the person who did the video mentions this in the comments.

And since the dx12 fallback layer depends entirely on the GPU manufacturer to implement, then the work AMD has done on Radeon Rays 2.0. should be easily adapted to work with Dx12.
 
Rubbish. How long did you have to search for something to make AMD look terrible? It even says in the very description of the Video, you can't base anything on these performance figures. AMD obviously hadn't a proper driver ready, as the Dx12 Ray Tracing fall back layer relies heavily on compute and AMD cards are very strong in compute, the person who did the video mentions this in the comments.

And since the dx12 fallback layer depends entirely on the GPU manufacturer to implement, then the work AMD has done on Radeon Rays 2.0. should be easily adapted to work with Dx12.

It took me only a sec searched on YouTube last Monday after watched RTX 2080 launch, I cant find any Radeon Rays 2.0 independence benchmarks on internet and youtube tested on Nvidia, AMD and Intel GPUs. Unity provided their own Radeon Rays 2.0 benchmarks tests with Vega, RX 580, Threadripper, unknown 8 core CPU, unknown 4 core CPU and Unity did not mentioned what settings they used.

XiUPL72.jpg


https://blogs.unity3d.com/2018/03/2...ys-gpu-progressive-lightmapper/?sf185783339=1

Sponza on RX 580 ran slight slower on Radeon Rays 2.0 Vulkan's 87.02 MRays compared to DXR's 89 MRays probably at 1080p with Raster and Reflection Rays custom settings, Vega achieved 161.89 MRays likely used Vega 64 and they did not tested Nvidia cards with Radeon Rays 2.0.

I just noticed BoostClock uploaded DirectX Raytracing Fallback Layer Performance Preview v2 on 22 Aug tested Titan V, GTX 1080 Ti and GTX 1080 at 4K instead of 1080p in last benchmarks preview v1 but BoostClock did not tested Radeon, Maxwell and GTX 1060, GTX 1070 and GTX 1070 Ti cards.


GTX 1080 achieved 230 MRays at 4K resolution while 1080p achieved 174 MRays. Not bad. :)
 
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