Originally posted by QwertyChouskie
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Radeon RADV Driver's Emulated Ray-Tracing Achieves 100% Pass Rate
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Originally posted by user1 View PostEven if someone would implement it for HD 6000 GPU's, I don't see the point of experiencing 0.5 fps slideshow..
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Originally posted by Cryio View PostRT for my 5700 XT? For everything? Yes please. I don't care it's slow. I know it's slow. I want to test it and have it available.Last edited by cl333r; 11 July 2023, 04:26 AM.
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Originally posted by oleid View PostDoes anybody know how this is implemented/how tightly coupled this is with radav? I'm just wondering if this code could be used as a generic fallback for other drivers as well.
Theoretically, the NIR IR could be translated to other vendors' HW aswell, but I doubt that this would even make sense, due to the specialties and quirks of each GPU architecture.Last edited by kiffmet; 14 July 2023, 04:03 PM.
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Originally posted by user1 View PostEven if someone would implement it for HD 6000 GPU's, I don't see the point of experiencing 0.5 fps slideshow..
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This is fantastic!
I see it more as a testing fallback to identify issues with hardware implementation.
Also useful for screenshots, as somebody else pointed out.
It may be useful for renderers like Cycles in Blender -- once the vulkan compute backend is implemented. It may be fast enough to compete in terms of render time on same card with/without raytracing while providing superior render quality ... who knows....
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Originally posted by Dukenukemx View PostWould be amazing if this somehow worked on the "Terakan" Vulkan driver for the older Radeon HD 6000 GPU's. Probably not since it's not using RADV.
Another issue specifically on the older Evergreen architecture is the lack of virtual memory that makes it impossible to access bottom-level acceleration structures — basically ray tracing representation of individual models in the scene, each of which may contain thousands of polygons — at arbitrary memory locations, without extremely dirty kernel-side hacks, or without copying all BLASes used by one TLAS into a single memory allocation, which would massively increase memory usage.
If you wanted to implement proper ray tracing on Cayman (again, not Evergreen for the same reason), you'd have to do all texture pixel address calculation and filtering manually — while already doing very performance-intensive ray tracing work, on hardware from 2010 🤷♂️
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Originally posted by V1tol View PostI see the point in making a game screenshot to use as a wallpaper for example. Some games even have "photo mode" where FPS does not matter.
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