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Mesa's Radeon "RADV" Vulkan Driver Makes First Steps Towards Ray-Tracing

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  • ix900
    replied
    Originally posted by Awesomeness View Post
    Ooohh, real time window drop shadows via raytracing.
    A ray traced desktop environment might be really nice. Could be all kinds of neat things that could be done. But I don't think the GPU usage would be nice lol. Who needs mining software when Linux will do the same thing for you

    Wouldn't mind if someone did it only during movement and then paused it. That way idle would still be low powered and the computer would be quiet instead of fans ramped up.
    Last edited by ix900; 17 April 2021, 12:21 PM.

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  • dpanter
    replied
    Cool beans Bas, can't wait to poke around with RT.

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  • Awesomeness
    replied
    Originally posted by bofh80
    let us know when the gnome devs implement it....and make Gnome 'Great Again'.
    Ooohh, real time window drop shadows via raytracing.

    Leave a comment:


  • obri
    replied
    Hmm,

    So NVidia is ahead of AMD in RT.

    But does VKD3D also work with NVidia for RT?
    And will AMD provide DLSS like tech on Linux and will this work with VKD3D?

    Leave a comment:


  • mazumoto
    replied
    Yay, looking forward to trying this out. Thanks BNieuwenhuizen

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  • BNieuwenhuizen
    replied
    Originally posted by peterdk View Post
    Am wondering if the driver devs need to write the full ray tracing logic or that it's hardware calls they need to glue together? What does the hardware provide and what does Vulkan provide and what's left for the devs?
    The hardware provides an instruction to instersect a ray to a single BVH node with a triangle or 4 AABB boxes. In the cases of a box node it can return the box ids sorted by hit distance. In the case of a triangle node it can provide the barycentric coordinates of the intersection.

    So what we have to write is:

    * The rest of the BVH structure (a lot of the extra information to glue things together , like connect multiple BVHs together or deal with intersection masks etc.)
    * Building the BVH
    * BVH traversal
    * All the other random stuff like stack management for the recursive shader usage or the ability to separately compile shaders in the raytracing pipeline.

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  • peterdk
    replied
    Am wondering if the driver devs need to write the full ray tracing logic or that it's hardware calls they need to glue together? What does the hardware provide and what does Vulkan provide and what's left for the devs?

    Leave a comment:


  • schmidtbag
    replied
    Great to see movement on this so early

    Leave a comment:


  • Mesa's Radeon "RADV" Vulkan Driver Makes First Steps Towards Ray-Tracing

    Phoronix: Mesa's Radeon "RADV" Vulkan Driver Makes First Steps Towards Ray-Tracing

    There still is much work left to be completed but Mesa's Radeon Vulkan driver "RADV" has made its first baby steps towards ray-tracing support with Radeon RX 6000 "RDNA2" series hardware...

    Phoronix, Linux Hardware Reviews, Linux hardware benchmarks, Linux server benchmarks, Linux benchmarking, Desktop Linux, Linux performance, Open Source graphics, Linux How To, Ubuntu benchmarks, Ubuntu hardware, Phoronix Test Suite
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