NVIDIA Bringing DirectX Raytracing to GeForce GTX Cards

NVIDIA announces plans to introduce DirectX Raytracing to GeForce GTX CPUS next month, starting with the GTX 1060 and up. Here's word:
From engine updates to exciting games to developer tools, NVIDIA and its partners are making a number of ray tracing announcements at GDC 2019 to drive the ecosystem forward around this exciting new technology.

For decades, NVIDIA has been working towards the dream of real-time videogame ray tracing. It required millions of hours of research and development, focusing on everything from GPU hardware and software, to updated APIs and game engines, to development tools and denoisers. In 2018, all that hard work came to fruition with the launch of GeForce RTX GPUs, the world’s first consumer graphics cards with dedicated RT Core ray tracing hardware, enabling realistic ray-traced effects to run in real-time in high-fidelity and at high resolutions.

In the time since, our software and developer teams have kept working, allowing us to optimize our ray tracing technology, make new software advancements, and help developers further accelerate ray tracing performance in games. Because of this work, we have dramatically sped up ray tracing performance for GeForce RTX GPUs, and can now enable DirectX Raytracing ( DXR ) on GeForce GTX 1060 6GB and higher graphics cards via a Game Ready Driver update, expected in April.

The much larger install base of RT-capable GPUs will fuel developer adoption of ray tracing technology, bringing more games for both GeForce RTX and GeForce GTX users to experience. GeForce GTX gamers will have an opportunity to use ray tracing at lower RT quality settings and resolutions, while GeForce RTX users will experience up to 2-3x faster performance thanks to the dedicated RT Cores on their GPUs, enabling the use of higher-quality settings and resolutions at higher framerates.
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19.
 
Re: Repeat After Me, RTX CANNOT Do Ray Tracing!
Mar 19, 2019, 20:31
19.
Re: Repeat After Me, RTX CANNOT Do Ray Tracing! Mar 19, 2019, 20:31
Mar 19, 2019, 20:31
 
saluk wrote on Mar 19, 2019, 01:38:
Your terminology is bogus. A "raycast" is just the general process of sending a ray from a point in a direction and doing something when it hits something. Raytracing uses raycasts as part of the math.

The raytracing in dx12 and currently supported by RTX is true raytracing in every sense. If you tell it to produce a ray for every pixel on the screen, and feed in the proper materials for the objects, and allow each ray to bounce and refract as much as it should, you will get exactly the same kind of render that say blender or max produce.
...

Or if you are making a quake2 mod, just do it all

First off, the Quake 2 mod doesn't do it all, it actually shows off how hard it is to convert over current games. Missing player weapon flashes, sparks, player and opponent shadows. Though in fairness, they say player weapon flashes should be easy to add. There is even light artifacting caused by the de-noise filter.

My terminology comes from the graphics community, which is extremely picky about terminology because of how different the implementations are between the approaches.

I had however not kept up on the terminology, as what was originally called "ray cast ray tracing" is now called "path tracing."

RTX works a lot differently from what Blender natively does. Blender does real ray tracing. RTX does path tracing. I say Blender natively, as Blender supports external rendering engines and a path tracing engine could be plugged in.

Quoting one of the blender developers when asked about RTX,
"
It is a path tracing engine. Ray tracing engine can not do caustic, soft shadows, global illumination, etc... while a path tracing engine will give you all of these without any cheating. Both of these engine types shoot rays from the camera but the similarities end there.
"

Some people argue that path tracing is superior. From Wikipedia:
"
Path tracing naturally simulates many effects that have to be specifically added to other methods (conventional ray tracing or scanline rendering)
"

While the majority of the graphics community are still behind ray tracing because even though they need to cheat a little bit, path tracing creates grainy images, no matter the number of passes used. The only way around this is to smooth out the image, but then you are introducing other graphic artifacts. Also path tracing suffers from not properly scattering light from volumetric things like heat from fire, something ray tracing has no problems with.

Though some people still point out that when trying new cheats in ray tracing, they generally use a path traced image as reference.

Ray tracing is still used in the majority of films and TV where CGI elements blend with filmed elements. However, many fully CGI movies and TV shows have now gone with various forms of path tracing.

Depending on who you talk to, the real future for TV and movies is volumetric path tracing. This solves the problems of light scattering caused by non-visible elements, but also currently has quite a speed cost to the solution. It still doesn't address the how grainy the image is.
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 19.
Mar 19, 2019Mar 19 2019
  Re: Repeat After Me, RTX CANNOT Do Ray Tracing!
20.
Mar 19, 2019Mar 19 2019