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The Raytracing thread

This is my explanation in very simplified English lol. From What I understand, in Dx12 and Vulkan, that when Ray Tracing is turned on, it calls in the manufacturers specific code/API. Example. For AMD and Vulkan, Ray Tracing turned on, call in Radeon Rays 2. Run scene. It's up to the Radeon Rays 2. instruction set to utilise the hardware as best it can. IF a Nvida card is detected it runs Gameworks.

In a manner of speaking, the RTX platform is derived from DXR (DirectX Ray Tracing) and Nvidia's own SDKs to make better use of NV hardware, so it's not necessarily proprietary, but games that implement RTX features may not run well or be accessible to unsupported products unless optimised for. But then given the immaturity of the technology right now, that's not necessarily unexpected. A lot of hardware simply isn't going to be able to use these features anyway.
 
In a manner of speaking, the RTX platform is derived from DXR (DirectX Ray Tracing) and Nvidia's own SDKs to make better use of NV hardware, so it's not necessarily proprietary, but games that implement RTX features may not run well or be accessible to unsupported products unless optimised for. But then given the immaturity of the technology right now, that's not necessarily unexpected. A lot of hardware simply isn't going to be able to use these features anyway.

Yes, I understand what you are saying, but, that's just now for the beginning as there is no other hardware out there at the moment.
 
Ah,OK so RTX is just a kind of a middleman between the Nvidia specific units and the MS raytracing API??

Not quite, it goes hardware < drivers < DXRT < RTX < game

There's nothing stopping game devs developing their own DXRT code but obviously if the hardware vendors have done most of the work for you then you can use their SDK
 
If it's not on consoles, then devs won't give a damn about implementing it, unless they're paid by Nvidia.

RTX tanks frame rate, what's the point in buying a card only to turn off the feature you paid through the nose for.
 
If it's not on consoles, then devs won't give a damn about implementing it, unless they're paid by Nvidia.

RTX tanks frame rate, what's the point in buying a card only to turn off the feature you paid through the nose for.

A lot of features aren't on consoles and get implemented on PC, you just don't realise it. Bit of a off the cuff remark?
 
Last chance, some of you just can not help yourselves. Keep this thread about the technology, Any further general moaning will result in suspension.
 
You're missing the point (seems to be a regular occurrence in your posts), devs won't spend the extra time implementing a feature just for the PC platform. It's not worth the time, nor expense for them to do so.

Thanks, yeah. Have an unfounded dig at me for your own shortfalls, why don't you? Internet facades aside, you're just repeating what you said in your first post in a different way. Consoles have been using different forms of rendering trickery with unique shaders and filtering techniques to emulate things for years - as is the nature of static hardware. There are a large number of things that are present in PC games that aren't in consoles. Please don't start getting offensive simply because you're posting misinformation.
 
Last chance, some of you just can not help yourselves. Keep this thread about the technology, Any further general moaning will result in suspension.
And just so people can see this again.

The OP specifically created this thread to talk about ray tracing tech without floods of bickering posts.
 
I hope AMD get on the RT band wagon sooner rather than later because if they do it will be implemented in future consoles which means mass game support. No doubt about it RT in games looks amazing.
 
From a personal perspective, I seriously hope AMD get on board with this in the near future. Whilst hardware might not be able to do what I would like at present, it certainly will in the future and the more adoption by game devs, the happier I will be. I also hope NVidia chuck money at devs as well as man power to help make this happen. It really is the next big thing for gaming to me.
 
Let's help the Mods to keep this thread clean guys and report anything OT, it'd be nice to have an information-based thread for a change. Obviously feel free to delete this Mods :)

I'm looking forward to seeing if RT really can handle 1440p and above (being on UW myself!). Also wondering if it'll be 'tunable' as the likes of Hairworks and whatnot. Really liking what I'm seeing generally, and must admit to being swayed by the likes of Cyberpunk supporting it :cool:

Think it's just a matter of choosing between the 2080 and the Ti for me.
 
If it's not on consoles, then devs won't give a damn about implementing it, unless they're paid by Nvidia.

RTX tanks frame rate, what's the point in buying a card only to turn off the feature you paid through the nose for.

Kinda why Phyx died.

It looked nice...for 10 minutes until people decided higher FPS was better.
 
Interesting development of RT in BFV.

Ray Traced Battlefield V Currently Runs at sub-30FPS in 4K, but DICE Has Tweaks in Hand to Increase Performance

Eurogamer’s DigitalFoundry posted a thorough analysis of the NVIDIA RTX implementation found in Battlefield V’s demo at Gamescom 2018. As usual, the video delves into great technical detail explaining why the game’s raytraced reflections have a higher fidelity while being far more accurate than the previously used techniques.

What’s more, though, DigitalFoundry spoke with some DICE graphics engineers at the event. While doing so, they tested increasing the default 1080p resolution (running at over 60 frames per second as we reported earlier this week) to 1440p, lowering the average frame rate to 40-50 FPS. On the other hand, native 4K resolution dropped the frame rate to below 30FPS, though the folks at DICE were surprised the game was running at all at 2160p given the short amount of time they had to work with the new GeForce RTX cards (roughly two weeks). However, critically, they have already discussed with DigitalFoundry some tweaks that could massively improve performance.

For example, currently the resolution for each ray is the same as the chosen internal resolution. That means 4K if you’re displaying the game at 3840×2160. DICE expressed their intention to give users fine control over the raytracing implementation. Lowering the raytracing resolution (while keeping the internal resolution at 4K) or the amount of rays shot per pixel. According to DigitalFoundry, this shouldn’t be an issue since the Ray Traced NVIDIA RTX powered Reflections are already extremely crisp in the Battlefield V demo tested at Gamescom 2018.


Furthermore, there’s work to be done on the geometry rendering that can benefit raytracing performance as well. While triangle count apparently doesn’t truly impact RT performance in Battlefield V, the amount of singular ‘instances’ drawn on the screen (for example, doors, windows et cetera) does have a sizable effect. DICE is investigating the possibility to merge the instances into the same structure, which could lead to an almost 30% increase in raytracing performance.

Finally, the developers will be trying to utilize the RT cores in the GeForce RTX GPU as soon as possible in the rendering pipeline. In the demo, raytracing only occurred after the G-Buffer rasterization, which inevitably slowed performance. Ideally, though, raytracing should happen asynchronously alongside the rasterization and that could lead to a significant FPS boost.

Of course, there are also driver-level optimizations that NVIDIA will undoubtedly deliver by the time Battlefield V is out (October 19th, though early access will start earlier). We’ll only be able to draw the conclusions at that time.


A good watch and good to hear that you can fiddle with the RT to get more performance and Dice have other ideas to get more FPS. They have only had 2 weeks to play with it, so I would hope to see some gains over time in truth. And the game looks amazing!
 
Interesting development of RT in BFV.

Ray Traced Battlefield V Currently Runs at sub-30FPS in 4K, but DICE Has Tweaks in Hand to Increase Performance




A good watch and good to hear that you can fiddle with the RT to get more performance and Dice have other ideas to get more FPS. They have only had 2 weeks to play with it, so I would hope to see some gains over time in truth. And the game looks amazing!


Thanks for the link, they really did their homework :). Wonder if RT will be available in the open beta on the 6th.
 
RTX does run parallel according to nvidia, its specific to DICE's current implementation as they are trying to build out using DXR so that it could be used on non-nvidia cards and they know they need to fix it.
 
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