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It's a bit more complex than that. Hardware raytracing is still so slow that it requires sophisticated ray allocation and denoising schemes to look good. These
by gmueckl 4y ago
It's a bit more complex than that. Hardware raytracing is still so slow that it requires sophisticated ray allocation and denoising schemes to look good. These are where the real implementation effort goes in all contemporary hardware accelerated raytracing implementations. Nvidia has DLSS as a very good and rather versatile denoiser, but it's not generally available. You need to go through an application process and considered worthy (by whatever criteria they have).
So the bottom line is that not a lot of developers can afford to tackle hardware raytracing as a feature at that point. It's too expensive to get right for them.
- 1123581321 4y agoI agree. Metal's new upscaling is Apple's answer to DLSS, but of course a) it's only just arriving now, b) Apple will never offer optimizations customized to individual games the way Nvidia works with developers. So, we should expect no application process as they keep rolling out better hardware and software, but less drastic results in exchange for that. And the same story will be with improved ray tracing capabilities, except in that case I'm more confident that Apple will release a GPU that can do a certain amount of it usefully for the usual reasons (known hardware to support, lower resolutions.) Nvidia should also be doing that right now, but they've chosen quite a different pricing/availability strategy than Apple has in the last few years of GPU development.
- dwaite 4y ago> Apple will never offer optimizations customized to individual games the way Nvidia works with developers. My understanding is that Metal (and Vulcan) are really meant to be about _not_ doing this, and instead exposing something much closer to the underlying hardware. So it would instead be, Nvidia developer relations working with a game studio to optimize the studio's engine code for Nvidia cards.