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Mesa's RADV Radeon Vulkan Ray-Tracing Performance Continues Improving

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  • Mesa's RADV Radeon Vulkan Ray-Tracing Performance Continues Improving

    Phoronix: Mesa's RADV Radeon Vulkan Ray-Tracing Performance Continues Improving

    RADV driver co-founder Bas Nieuwenhuizen of Google presented at today's X.Org Developers' Conference (XDC 2022) on the state of this open-source Mesa Vulkan driver's ray-tracing performance...

    https://www.phoronix.com/news/RADV-RT-XDC-2022

  • #2
    Are there news in it on callables? I think that's what's blocking ray tracing from working with radv in Cyberpunk 2077.

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    • #3
      It's getting very exciting. Most games I've tried crash during the load screen when Raytracing is enabled (Cyberpunk/Hellblade). But the ones that work fine (RE2Remake/Quake 2) perform quite well. By enabling adaptative vsync on MangoHud, one can play quite smoothly already, even though is still experimental. Tested on 6700XT, which is like, entry level for raytracing.

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      • #4
        Does anyone know why these OSS rt implementations seem to be always slower than the proprietary ones? Is there some secret sauce ip that everyone is licensing?

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        • #5
          Originally posted by partcyborg View Post
          Does anyone know why these OSS rt implementations seem to be always slower than the proprietary ones? Is there some secret sauce ip that everyone is licensing?
          amdgpu-pro uses a proprietary shader compiler AMD can't opensource, as opposed to amdvlk's llvm backend.
          On the other hand, radv just hasn't had time to mature yet - experimental support for raytracing was only added this year.
          I fully expect radv to outperform amdgpu-pro/amdvlk eventually.

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          • #6
            Originally posted by partcyborg View Post
            Does anyone know why these OSS rt implementations seem to be always slower than the proprietary ones? Is there some secret sauce ip that everyone is licensing?
            Both AMD and Nvidia have been working on ray tracing support and optimizations before they even had fully functional released hardware for it. Along with both companies work with game developers during game development before the games are even released. Open source projects like Mesa often have to wait until they get cards in their hands before they can start messing and rarely ever have access to game source code to debug, fix, and optimize before or even after release.

            Mesa really wasn't able to start working on ray tracing until RDNA2 was released as RDNA2 were the only open source compatible cards with ray tracing support. On top of that there was another delay because vulkan wasn't finalized for ray tracing until November 2020. Mesa got a very late start. It wasn't until 2021 when Mesa was truly able to start working on it.

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            • #7
              Originally posted by middy View Post
              Mesa got a very late start. It wasn't until 2021 when Mesa was truly able to start working on it.
              Plus it was possibly not the biggest priority for Mesa. Unlike AMD and Nvidia, features focus in it is kind of ad hoc, depending on developers availability and their interest (unless it's a sponsored work).

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