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AMD Navi 23 ‘NVIDIA Killer’ GPU Rumored to Support Hardware Ray Tracing, Coming Next Year

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I'm talking about the API itself, everyone building a windows application is allowed to use the DirectX AP

Yes he is.. if he develops the source code on his own, not if he is using someone else's code even if both sets of code use the same API..

If CDPR is using Nvidia's code on DXR API (created by Nvidia's R&D money), they have to honour Nvidia's licensing terms
 
Some would argue on here otherwise. I guess the only time I empathise is if they are trying to run high refresh rate to match the hz of the monitor i.e. 144 you want over that all the time. Like you said though surely then there is no need to go beyond 160 so you can cap your frames here.

Personally after getting used to my 4k display, playing @ 1080p looks horrible now, but 1440 is pretty convincing enough that its the happy medium for now.

1440 UW is the way forward - Good mix of high res and nice field of view... Just shockingly supported in most games. 1440 UW 100-144hz... job done, you dont need more than that.
 
What you might call "proper RT", RTX performance is utter crap, i think until we get minimum 60Hz 1440P with mid level cards the "hybrid approach" is much better, at least its usable.

What? The most impressive show of RT so far is Quake 2 RTX which just manages 1440p60. If you think that is crap then you are going to be very dissapointed with AMD/Intel and their implementations.
 
Yes he is.. if he develops the source code on his own, not if he is using someone else's code even if both sets of code use the same API..

If CDPR is using Nvidia's code on DXR API (created by Nvidia's R&D money), they have to honour Nvidia's licensing terms

But DXR itself is an extension of the DirectX API which is owned by Microsoft. In order to release an extension for DirectX, Nvidia need to abide by the licencing terms of how DirectX can be used an extended. Nvidia wont have free reign to do whatever they like with DXR. Microsoft simply would not allow that, not as part of their API which is designed to be vendor agnostic.

DXR is a joint venture between Nvidia and Microsoft, you cannot just modify the DirectX API yourself because you'd be modifying core windows components that Microsoft own and protect. DXR isn't stand alone it's integrated into DirectX. What you're probably referring to is the RTX technology, that's a ray tracing engine that Nvidia own which uses the new DXR instructions to work. You can do ray tracing in 1 of 2 ways right now, you can do vendor specific RTX implementation and that's subject to Nvidias licencing OR you can do your own ray tracing implementation by making DXR calls to DirectX directly, which is vendor agnostic, anyone can do that, DirectX is not subject to vendor restrictions.
 
1440 UW is the way forward - Good mix of high res and nice field of view... Just shockingly supported in most games. 1440 UW 100-144hz... job done, you dont need more than that.

Yeah, I'd just like a bigger panel than what's available. Something my old eyes could read without me looking like Mr Magoo.
 
Yeah, I'd just like a bigger panel than what's available. Something my old eyes could read without me looking like Mr Magoo.

Bigger pannel? Arent UW coming up in 30+ inches? Mine is 34 and I was thinking any bogger might be a stretch - Until I saw the 40 odd inch UW.
 
But DXR itself is an extension of the DirectX API which is owned by Microsoft. In order to release an extension for DirectX, Nvidia need to abide by the licencing terms of how DirectX can be used an extended.

It's not an extension. It can be something as simple as a method (without code), proprietary algorithms for generating BVH.. or anything else, it's just like using any other API, if SAP and Oracle were to release the next ERP on .net API, neither of them would be able to reuse the others code stating that we are using the same set of APIs after all. SAP can also prohibit usage on certain kinds of hardware/os that supports .net and would require the buyer to buy special licenses for such hardware/os configs
 
What? The most impressive show of RT so far is Quake 2 RTX which just manages 1440p60. If you think that is crap then you are going to be very dissapointed with AMD/Intel and their implementations.

Is it not slightly depressing that the "best" show of RTX in a game is a game released in december 1997, or Minecraft RTX a game released for children.
 
Is it not slightly depressing that the "best" show of RTX in a game is a game released in december 1997, or Minecraft RTX a game released for children.

I wish they would take the path tracing implementation from Quake 2 RTX and put it on something with modern mesh support, etc. the geometry engine in Quake 2 is so limiting for showing it off.

When you actually see it in action with what the level of light transport throughout the scene brings it blows anything else away but people can't see beyond the limitations inherent to Quake 2 despite the path tracer not being tied to that.

nVidia do have a team working on bringing it to other games and engines but progress seems to be slow due to licensing, etc.
 
Its just bizarre, its probably the biggest game of the year, and AMD not being able to run the RT in it, until sometime next year, is gona be a massive fail, theres going to be hell on.

What if when Cyberpunk comes out, their consoles already have a few RT games (as no doubt, when they launch, they'll probably launch with some RT games too), and they see/hear about it on the PC, their cards (same as in those consoles), not being able to run RT in it, until sometime next year, can only be ran on Nvidia, so unless some other PC games out with RT, that AMD can run on their cards too, everyones gona be wondering whats going on, they'll just be seeing AMDs consoles running it, and Nvidias cards on the PC running it, while their cards on the PC (that are the same as in those consoles) can't. :p
 
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