nVidia RTX innovation or marketing bullshit?
category: code [glöplog]
?
Are you doing this deliberately?
Are you doing this deliberately?
and it actually looks a lot nicer than vulkan!
Deliberately? I'm reading through the dx12 tracing tutorial after looking through the metal equivalents, and the dx12 version has a ton of boilerplate code code and things like that which are badly named to the point where I'd have to look at the headers or docs just to figure out what it is. It's not vulkan bad, but it's a long way from good.
I like my coding to be enjoyable. I like to write stuff that's clear and concise and makes things happen, not tons of boilerplate that makes me think middleware might be a good option. To me that's just having some respect for my own time.
I like my coding to be enjoyable. I like to write stuff that's clear and concise and makes things happen, not tons of boilerplate that makes me think middleware might be a good option. To me that's just having some respect for my own time.
middleware? try coding in ue4 and eat those words.. :)
Ue4 or vulkan tho? 😬
Ue4 is easy, you just have to connect boxes!
Seriously though, do you guys think the ray-tracing stuff will ever come to OpenGL?
Seriously though, do you guys think the ray-tracing stuff will ever come to OpenGL?
I'm doubtful... since apple ditched GL it's no longer a viable cross-platform option (too many iOS devices). If you're going high end dx12/metal/vulkan are better options... so there's kind of just the lower end games and hobbyists left with openGL. And I can't see Nvidia + AMD caring enough :/
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Seriously though, do you guys think the ray-tracing stuff will ever come to OpenGL?
on opensource AMD driver it possible
on Nvidia never, funny that RTX in Vulkan was an extension, and extensions should be super easy to do "backporting"... so only reason is Nvidia drop OpenGL support already years ago
I saw how people do "bridges" between DX12/Vulkan/OGL include RTX, it easy to send any data(like data needed for RTX, and read the output in OpenGL) between APIs ( I mean in real-time, not copying anything, all data in GPU mem)
I had no idea Vk/GL Interop was a thing, good to know!
But I still hope they'll have put ray tracing in GL by the time I get to it...
I don't know why, but I prefer trusting drivers to custom low-level code. It's not just about platforms, but also future-proofing.
But I still hope they'll have put ray tracing in GL by the time I get to it...
I don't know why, but I prefer trusting drivers to custom low-level code. It's not just about platforms, but also future-proofing.
So major milestone :
Quake 2 RTX (Trailer + Gameplay) Now Supports Vulkan Ray Tracing!
Quake 2 RTX (Trailer + Gameplay) Now Supports Vulkan Ray Tracing!
Having had the pleasure of using an RTX card for Blender rendering with Optix.
I can say that it definitely is worth it to get an RTX card.
I can say that it definitely is worth it to get an RTX card.
Does anybody already know something about the competing tech from AMD (DXR)?
Is it comparable?
Is it comparable?
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Does anybody already know something about the competing tech from AMD (DXR)?
Is it comparable?
it is
but it more complicated to do it "same or faster than Nvidia RTX
lots of work Nvidia do by their driver/software tricks
when on AMD same RTX code will be slower like by 10-20% because AMD do not do "hidden optimizations"
more info about RDNA 2 raytracing and optimizations you can check on this link (I saw this link in twitter, found interesting)
https://interplayoflight.wordpress.com/2020/12/27/rdna-2-hardware-raytracing/
that RTX Quake2 on AMD work ~20% up to 40% slower than on Nvidia