Originally posted by mphuZ
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Mesa Merge Pending For Vulkan Ray-Tracing On Older AMD GPUs
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Originally posted by Developer12 View PostThe article is probably harsher than it needs to be.
> Right now this passes CTS the same as on RDNA 2 cards
Well, that's a pretty nice place to be.
> 300 lines of new code
Also a nice place to be.
This is really good stuff. It's obviously not going to be as fast as natively-capable RTRT HW, duh, but that *doesn't matter*. What matters is the ability to have it run moderately well at all, and at lower settings this sort of offload is perfectly adequate given a competent engine, as Crytek demonstrated years ago. The RTX20xx series aren't "fast enough" for RT either, but that doesn't stop people being able to have at least *some* RT effects in their games, especially in slower-paced stuff like RPGs etc.
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Originally posted by pal666 View Postrt is slow even on fast gpus. why would i want it on slow gpu in software emulation?
Also, provided the implementation is well tweaked, some cards may just give unexpected results - Polaris comes to mind as a capable architecture when there's a bunch of shaders to compute, and may provide quite interesting results.
Also note that early Nvidia RTX implementations actually ran on non-RTX capable cards - so it's not a dumb idea.
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If memory didn't fail me, Nvidia also released ray tracing on their older cards, with the intention to accelerate the interest and development of rt in games.
This is a good move for AMD, even if not by them. Right now most rt games and demos out there are tainted, developed exclusively for Nvidia cards, for various reasons. So is important to get rt on AMD and Intel ASAP, so future projects don't target Nvidia exclusively.
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Originally posted by mitch074 View PostIt's not software emulation in a strict sense, it's using generic shaders to perform ray tracing calculations - so it WILL be faster than CPU-based ray tracing on any card that's not more than 6 years old.
Originally posted by mitch074 View Postand in some cases we might even get a playable game at very low resolution - considering Quake II could be played and enjoyed in 320x240, it may just be a nice touch to play it in 640x480 in full RT glory.
Originally posted by mitch074 View Postit's not a dumb idea.
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I remember AMD presenting a ray tracing demo running on an old Opengl 3.3 era HD 4870.... I also remember all the fights i had online with Nvidia fanboys when RTX was initially released, because i kept telling them that raytracing is not some super-duper mystical technology, they are just shaders and could potentially run on current hardware as well.... Well, when Nvidia supported it on Pascal cards and now open source AMD drivers have it on pre-Navi hardware, it seems i was correct after all, who knew?
Still, i believe that ray tracing as it stands today is just a useless gimmick. I haven't been convinced that modern games can't be even better with traditional techniques, and also perform better. In fact, most of current raytracing supporting games look worse and less realistic to me.
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Originally posted by pal666 View Postthis is part i don't understand. why play it in 640x480 when you have fullhd monitor? seems like a lot of work to reduce picture quality
to be clear, i'm not telling people what to do, i'm just trying to find a usecase for myself
Originally posted by TemplarGR View PostStill, i believe that ray tracing as it stands today is just a useless gimmick. I haven't been convinced that modern games can't be even better with traditional techniques, and also perform better. In fact, most of current raytracing supporting games look worse and less realistic to me.
I'm not suggesting that game development will get easier and nothing else will change, but rather that once game developers have had the chance to spend more time with ray tracing they may be able to get same or better results with same or less effort.Test signature
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After playing Q2RTX non-RTX games are ruined for me, the subtle lighting and shadows just pushes the immersion ever so slightly closer to a feeling natural... Lots of games that claim RTX literally only uses it for reflections and totally miss the point by overlaying so many effects on top that the point is lost.
As for hardware support... BS I say. All marketing. They're doing most of it in firmware. Some of the raymarching demos on Shadertoy run at 60 fps on 15 year old cards
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