Microsoft made DXR aware of NVIDIA's specialized hardware, which will accelerate GameWorks Ray Tracing effects, besides any proprietary effects that take advantage of DXR. NVIDIA "Volta" architecture is designed to support ray-tracing through a variety of interfaces, including DXR. NVIDIA RTX has two components - specialized hardware on the "Volta" GPU, and NVIDIA GameWorks Ray Tracing effects, that are standardized through DirectX Raytracing (DXR) API. NVIDIA has hence left it to Microsoft to support real-time ray tracing acceleration on older GPU architectures, presumably any architecture with DirectX 12 support. According to NVIDIA, RTX provides speedups of several hundred percent (ie, 2x, 3x faster) over the default DXR Compute Shader path.ĭXR isn't NVIDIA-exclusive, even if NVIDIA made sure that the Microsoft DXR API is aware of RTX. Tensor cores can quickly train neural networks to reconstruct images, so real-time ray-tracing can be made possible. Through a feature called "denoising", which uses fewer rays per pixel and fills in the remaining gaps using AI. NVIDIA's RTX requires "Volta" (or later) GPUs, this technology won't wold on older architectures, not even "Pascal." From what we understand, the tensor cores in Volta are used to accelerate ray-tracing. Since using hundreds of rays per pixel at many frames per second is impractical from a performance standpoint, DXR will use many fewer rays per pixel and use clever tricks to optimize image quality. Movies have, hence, used ray-traced visual-effects for years now, since it's not interactive content, and its studios are willing to spend vast amounts of time and money to painstakingly render each frame using hundreds of rays per pixel. Movies with big production budgets use pre-rendered ray-tracing farms to render each frame. Ray-tracing is already big in the real-estate industry, for showcasing photorealistic interactive renderings of property under development, but has stayed away from gaming, that tends to be more intense, with larger scenes, more objects, and rapid camera movements. Real-time ray-tracing has for long been regarded as a silver-bullet to get lifelike lighting, reflections, and shadows right. The company has hence collaborated with Microsoft to develop the NVIDIA RTX technology, as an interoperative part of the DirectX Raytracing (DXR) API, along with a few turnkey effects, which will be made available through the company's next-generation GameWorks SDK program, under GameWorks Ray Tracing, as a ray-tracing denoiser module for the API. NVIDIA feels that their "Volta" graphics architecture, has enough computational power on tap, to make real-time ray-tracing available to the masses. Microsoft today announced an extension to its DirectX 12 API with DirectX Raytracing, which provides components designed to make real-time ray-tracing easier to implement, and uses Compute Shaders under the hood, for wide graphics card compatibility.
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