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> Also would be nice to know how well they can actually compute shaders, do tessellation and many other things because this is one heck of a fluff piece and I c
by winterismute 11y ago
> Also would be nice to know how well they can actually compute shaders, do tessellation and many other things because this is one heck of a fluff piece and I can remember at least 1 of these past 20 years that proclaimed that real time RT in hardware is here.
The chip iterates on "standard" GPU designs made to performed rasterization, therefore it has everything in place to launch compute jobs or do tessellation. In addition, they have some additional hardware for raytracing. From one of the previous GDC presentations it was more or less clear that you could programmatically activate raytracing with a configurable number of rays and those rays will deliver additional lighting contributions to the objects of the scene.
- dogma1138 11y agoRT is a rasterization method it doesn't not save you from actually having to build the scene as in textures, materials, and transform it to the players viewport, for this you need many other things than RT which is why info about it would be appreciated rather than saying we can do RT at 1/10th of the power consumption NVIDIA does.
- winterismute 11y agoAs I was saying, the GPU pipeline we are all used to is still there. I have posted in another comment some presentations from the GDC 2014 which you might find interesting.