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RADV Open-Source Radeon Vulkan Driver Begins Landing Ray-Tracing Changes

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  • RADV Open-Source Radeon Vulkan Driver Begins Landing Ray-Tracing Changes

    Phoronix: RADV Open-Source Radeon Vulkan Driver Begins Landing Ray-Tracing Changes

    In recent months RADV lead developer Bas Nieuwenhuizen began working on Vulkan ray-tracing support for this Mesa Radeon Vulkan driver that isn't officially supported by AMD but as an alternative to the company's open-source AMDVLK driver or their cross-platform proprietary Vulkan driver. Hitting the Mesa 21.2-devel code a few minutes ago is the initial Vulkan ray-tracing bits for RADV!..

    https://www.phoronix.com/scan.php?pa...Starts-Landing

  • #2
    With all the Vulkan work going on for version 4, I wonder how long we'll be waiting for Godot engine to support RT.

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    • #3
      Originally posted by ResponseWriter View Post
      With all the Vulkan work going on for version 4, I wonder how long we'll be waiting for Godot engine to support RT.
      Godot 4.0 won't have hardware raytracing support (although SDFGI uses a form of ray tracing to simulate global illumination). Hardware raytracing is more likely to land in a future 4.x release.

      Nonetheless, Godot 4.0 will offer visuals far superior to Godot 3.x.

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      • #4
        Do I need AMD proprietary driver for OpenCL support? Will RADV support OpenCL?

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        • #5
          There are two features for Godot 4 that I'm waiting for in anticipation:
          * New tilemaps
          * GDScript improvements

          The Vulkan render would be welcome, but I'm unlikely to need anything above GLES2 for the "games" I'm doing with my kids.

          Edit:
          Actually, a simple sprite editor built in would be even more of a killer feature for me. It needn't be more featureful than basic Paint.

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          • #6
            Originally posted by grigi View Post
            Edit:
            Actually, a simple sprite editor built in would be even more of a killer feature for me. It needn't be more featureful than basic Paint.
            Look into Pixelorama, which is made with Godot

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            • #7
              Originally posted by Calinou View Post
              Look into Pixelorama, which is made with Godot

              I was thinking more from a Texture object, you could just say "Create in Pixelorama" and it would create a blank PXO and assign it to the texture, and then watch it for saves and auto-reload it.

              That would get you to the good enough mark quite easily.

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              • #8
                Originally posted by Calinou View Post

                Godot 4.0 won't have hardware raytracing support (although SDFGI uses a form of ray tracing to simulate global illumination). Hardware raytracing is more likely to land in a future 4.x release.

                Nonetheless, Godot 4.0 will offer visuals far superior to Godot 3.x.
                Yes, I imagine RT isn't a high priority. I played with 3.2/3.3 a bit last year but really looking forward to the improvements in 4.0.

                Originally posted by Andythe_great View Post
                Do I need AMD proprietary driver for OpenCL support? Will RADV support OpenCL?
                RADV is a Vulkan implementation, not OpenCL. There is an OpenCL driver called 'Clover' in Mesa but I have better success with the one from amdgpu-pro alongside Mesa by using opencl-amd package in AUR. I don't know what the package would be called for non-Arch distros.

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