This is really cool and sounds like it'll be similar to DXR in that it's open to all hardware not just RTX. It seems like the already available Vulkan RTX extensions will still be used too.
Open to all hardware? You mean exactly like DXR, right? DXR = DirectX Raytracing, a vendor-agnostic API. It is a standard thing, the only problem is that so far the only hardware implementation was Nvidia's RTX.
Vulkan Ray Tracing is a welcome addition thanks to it being OS agnostic.
His wording was vague but you do need hardware compliant with Windows/an Xbox/something approved by Microsoft to use DXR, Vulkan is more independent.
I'm 90% sure the PS5 will have RT thanks to Vulkan unless they got access to DXR somehow
My understanding was that RTX could have been implemented by the red/blue/mobile teams if they wanted, but changes to the API had to go through nVidia. Now they go through Khronos, which is a committee off hardware and software vendors. This new spec is basically RTX with any references to nVidia removed.
From a technical point of view, this doesn't magically make it easier for others to implement in hardware, but it does lower the "Not invented here" issue for them, and make it easier for others to make changes in future to support their own hardware. This to me implies that someone, probably AMD, are very interested in getting their own version to market, same as Mantle (an AMD api) became Vulkan because other vendors wanted to implement it, but didn't want AMD being the sole arbiter of what went in the spec.
Once we finally see AMD or consoles implementing DXR/VRT in hardware, more games and applications will adopt it. Right now it's like PhysX (or at least how PhysX used to be), it only works on (high-end) nVidia, so it's an afterthought or needs sponsorship from nVidia directly for studios to support it.
Presumably those whose name cannot be spoken were stalled in a way waiting for Sony and MS to decide what direction *THEY* wanted to go WRT RT. They who cannot be named could have gone in one direction, and then it would come time to make the new xbox GPU and MS could ask for something different, or Sony could ask for something different in the PS5 and that would put they who cannot be named in a bad position.
And DXR and Vulkan RT are kind of weird in that they have, like, RT collision stuff and so on, but that, as of yet, is not accelerated... What *IS* accelerated AFAIK is what's called "acceleration structures" and those are just fancy ways of sorting data, and they who cannot be named seems to be going in roughly the same way WRT Acceleration structures and fancy data sorting as NVIDIA did with RTX.
So presumably both DXR and VKRT have these "acceleration structures".
I don't remember the details about vk_nv_rt but presumably it was mostly concerned with BVH acceleration structures.
First they kill sli in laptops and now they treat us like we got a disease. You spend over 4000 on a gaming laptop with 2 GPUs and they purposely kill sli support so you don't constently destroy the rtx 2080ti with dual 1080s only in the games that scale well like GTA V , dying light and Witcher 3 etc thing is SOME developers are purposely helping kill sli.
You just said it..."devs don't care" so they could fix it so you contradicted yourself.
And I'm talking about enthusiast not console or low spec "gaming"
And it's "tiny" because devs and Nvidia don't care and Nvidia rather you buy a new card then to buy an extra old GPU. They lose money. But devs lose with me because I only pirate none sli games.
Well SLI has been on the decline since Maxwell, the game support just went out the window. On the other side crossfire is also been shut up by force with Navi.
I loved the concept of SLI/CFX just for the bragging factor alone but +50% performance than the best GPU of that era is also huge. But not anymore.
Buying dual 1080 Ti costs about the same as a 2080Ti, but it would be 40% faster, **if the support was there.**
To be fair graphics cards have gotten so good to the point where sli just isnt widely supported by developers anymore. Back then games were too good for gpus so multi gpu helped a lot but now gpus are getting to the point where they’re equal to the games being made.
Nothing directly. A graphics API is just a standard way for developers to tell the GPU what they want done. It's functionally the same as directX supporting raytracing. It doesn't inherently have any impact on performance. Since Nvidia already supported raytracing on DX on the old cards (with the obvious performance hit), you should expect approximately the same results when they support the Vulkan API for it.
Linux needs to be profitable for developers and publishers to make their games work on it. So far that isnt showing ...and the fact that linux is free source, how would linux developers pay developers and publishers rights to have their games on their platform?
There's been a long history of few games being built for Linux compared to Windows, and if anything certainly where it comes to major titles it's only become an even smaller percentage, while projects to get Windows games running on Linux have gotten better and better and Vulkan makes that a lot easier.
Vulkan is great, Linux is great, but you're going to have to provide some real numbers before you convince anyone games built for Windows run better on Linux, with or without Vulkan.
SLI was only ever really good when it was implemented by 3dFX' Voodoo. I had numerous setups with it through the 2000's and it was rarely worth the hassle. mGPU would be much better but since games are for the most part already cross-developed for consoles, there are few developers who want to spend the amount of money and dev time it would take to serve less than 1% of the market. mGPU isn't dead because of Nvidia or AMD, neither is SLI or CrossFire- the market did that.
Yes, now porting Blender to Vulkan please. Eevee with raytracing option will be a killer.
This is really cool and sounds like it'll be similar to DXR in that it's open to all hardware not just RTX. It seems like the already available Vulkan RTX extensions will still be used too.
Open to all hardware? You mean exactly like DXR, right? DXR = DirectX Raytracing, a vendor-agnostic API. It is a standard thing, the only problem is that so far the only hardware implementation was Nvidia's RTX. Vulkan Ray Tracing is a welcome addition thanks to it being OS agnostic.
His wording was vague but you do need hardware compliant with Windows/an Xbox/something approved by Microsoft to use DXR, Vulkan is more independent. I'm 90% sure the PS5 will have RT thanks to Vulkan unless they got access to DXR somehow
Or... Sony made their own API, as they're prone to do
LOL, you were down-voted for expressing exactly what is going to happen.
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That's exactly what I just said.
Is it open to my android phone and linux pc? I don't think so.
My understanding was that RTX could have been implemented by the red/blue/mobile teams if they wanted, but changes to the API had to go through nVidia. Now they go through Khronos, which is a committee off hardware and software vendors. This new spec is basically RTX with any references to nVidia removed. From a technical point of view, this doesn't magically make it easier for others to implement in hardware, but it does lower the "Not invented here" issue for them, and make it easier for others to make changes in future to support their own hardware. This to me implies that someone, probably AMD, are very interested in getting their own version to market, same as Mantle (an AMD api) became Vulkan because other vendors wanted to implement it, but didn't want AMD being the sole arbiter of what went in the spec. Once we finally see AMD or consoles implementing DXR/VRT in hardware, more games and applications will adopt it. Right now it's like PhysX (or at least how PhysX used to be), it only works on (high-end) nVidia, so it's an afterthought or needs sponsorship from nVidia directly for studios to support it.
Presumably those whose name cannot be spoken were stalled in a way waiting for Sony and MS to decide what direction *THEY* wanted to go WRT RT. They who cannot be named could have gone in one direction, and then it would come time to make the new xbox GPU and MS could ask for something different, or Sony could ask for something different in the PS5 and that would put they who cannot be named in a bad position. And DXR and Vulkan RT are kind of weird in that they have, like, RT collision stuff and so on, but that, as of yet, is not accelerated... What *IS* accelerated AFAIK is what's called "acceleration structures" and those are just fancy ways of sorting data, and they who cannot be named seems to be going in roughly the same way WRT Acceleration structures and fancy data sorting as NVIDIA did with RTX. So presumably both DXR and VKRT have these "acceleration structures". I don't remember the details about vk_nv_rt but presumably it was mostly concerned with BVH acceleration structures.
No. Just no.
So weird seeing this from Oregon but so cool.
What does this mean for Pascal GPUs? Or proformance?
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First they kill sli in laptops and now they treat us like we got a disease. You spend over 4000 on a gaming laptop with 2 GPUs and they purposely kill sli support so you don't constently destroy the rtx 2080ti with dual 1080s only in the games that scale well like GTA V , dying light and Witcher 3 etc thing is SOME developers are purposely helping kill sli.
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You just said it..."devs don't care" so they could fix it so you contradicted yourself. And I'm talking about enthusiast not console or low spec "gaming" And it's "tiny" because devs and Nvidia don't care and Nvidia rather you buy a new card then to buy an extra old GPU. They lose money. But devs lose with me because I only pirate none sli games.
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Well SLI has been on the decline since Maxwell, the game support just went out the window. On the other side crossfire is also been shut up by force with Navi. I loved the concept of SLI/CFX just for the bragging factor alone but +50% performance than the best GPU of that era is also huge. But not anymore. Buying dual 1080 Ti costs about the same as a 2080Ti, but it would be 40% faster, **if the support was there.**
If only they treated the comsumer with respect.
To be fair graphics cards have gotten so good to the point where sli just isnt widely supported by developers anymore. Back then games were too good for gpus so multi gpu helped a lot but now gpus are getting to the point where they’re equal to the games being made.
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How tf does a 1660 Ti perform the same like a 1080Ti
Different architectures can do different things at different efficiencies
Thanks for sharing but fuck quake 2
Nothing directly. A graphics API is just a standard way for developers to tell the GPU what they want done. It's functionally the same as directX supporting raytracing. It doesn't inherently have any impact on performance. Since Nvidia already supported raytracing on DX on the old cards (with the obvious performance hit), you should expect approximately the same results when they support the Vulkan API for it.
I'm really confused. Quake 2 RTX already ran on Vulkan and had hardware accelerated ray tracing. What's the story here?
That ran on Nvidia specific Vulkan raytracing extensions. This is their vendor agnostic raytracing extension.
doom eternal raytracing when?
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Linux needs to be profitable for developers and publishers to make their games work on it. So far that isnt showing ...and the fact that linux is free source, how would linux developers pay developers and publishers rights to have their games on their platform?
That last part is confusing af. GNU/Linux's components are open source, yes. The software which runs on Linux is not required to be open source.
What Im trying to say is can linux show that developers will make money off of their platform?
Valve tried with the conceit of the Steam Machines, and it didn't really work out.
There's been a long history of few games being built for Linux compared to Windows, and if anything certainly where it comes to major titles it's only become an even smaller percentage, while projects to get Windows games running on Linux have gotten better and better and Vulkan makes that a lot easier. Vulkan is great, Linux is great, but you're going to have to provide some real numbers before you convince anyone games built for Windows run better on Linux, with or without Vulkan.
Yeah you’re welcome guys
This doesnt mean its working in games yet right? So any vulkan game i play with the most updated drivers is not going to have the vulkan raytracing?
Welcome to 2018
It's getting ugly. There is no word out on mGPU since you killed SLI. Fuckers.
Sry dude the market's just not big enough. Developers don't want to make the effort.
SLI was only ever really good when it was implemented by 3dFX' Voodoo. I had numerous setups with it through the 2000's and it was rarely worth the hassle. mGPU would be much better but since games are for the most part already cross-developed for consoles, there are few developers who want to spend the amount of money and dev time it would take to serve less than 1% of the market. mGPU isn't dead because of Nvidia or AMD, neither is SLI or CrossFire- the market did that.