2 ms·
You'll have to see what the instruction set / features are capable of, but most likely the "hardware ray tracing" support means it can do ray-BVH and ray-triang
by boulos 2y ago
You'll have to see what the instruction set / features are capable of, but most likely the "hardware ray tracing" support means it can do ray-BVH and ray-triangle intersection in hardware. You can reuse ray-box and ray-triangle intersection for collision detection.
The other parts of ray tracing like shading and so on, are usually just done on the general compute.
- kllrnohj 2y ago> You can reuse ray-box and ray-triangle intersection for collision detection. The problem with doing so, though, and with GPU physics in general is that it's too high latency to incorporate effectively into a typical game loop. It'll work fine for things that don't impact the world, like particle simulations or hair/cloth physics, but for anything interactive the latency cost tends to kill it. That and also the GPU is usually the visual bottleneck anyway so having it spend power on stuff the half-idle CPU could do adequately isn't a good use of resources.
- adastra22 2y agoI don't follow. You would do intersection tests every frame, right? Run the intersection tests, feed the results into the next frame calculation. Results may be delayed 1 frame, but at 60Hz or 120Hz that isn't really a problem.
- kllrnohj 2y agoIt is a problem. You've generated an entire impossible world state and shown it to the user before discovering it's bad and needing to rewind it. The faster your fps, the more flickery this ends up looking as you're constantly pulling back the camera or player or whatever a frame after it collided. The lower the fps, the more sluggish and unresponsive it feels. Alternatively you need to pipeline your entire world state and now you've got some pretty bad input latency