soulburner
Cipher
- Joined
- Sep 21, 2013
- Messages
- 843
Well, I suspected the PS5 and Scarlett will have a newer revision of the RDNA architecture from the very beginning. From planning to manufacturing - it takes a bit of time. PC users got RDNA 1.0 in the form of the 5700 cards, the consoles might have something like RDNA 1.0b or RDNA 1.1 - even if their dev kits are already available for a while, they could be slightly more advanced than what was already released for the PC.
It is unclear how ray tracing will be implemented. Will it be in the form of additional transistors specialized in that form of calculations, like in Nvidia's RTX cards, or will it be just overgrown shaders, being capable of only something similar to what Crytek showed in their demo, which did not use RTX cores and ran more or less fine on Vega. So for ray traced reflections here and there, and maybe a nice light bouncing off of surfaces in some areas - that's possible without "RT" cores.
Releases such as Quake 2 RTX, which use "full" ray tracing, not just for a few reflections, show that this process is very computationally expensive. Quake 2 is simple, there aren't many polygons out there. I imagine nobody is even teasing something more modern, because it runs like shit. I suspect somebody, somewhere began experimenting with the Doom 3 source code to implement full ray tracing and pretty much left it for later, better times, because no graphic card can handle it today.
It is unclear how ray tracing will be implemented. Will it be in the form of additional transistors specialized in that form of calculations, like in Nvidia's RTX cards, or will it be just overgrown shaders, being capable of only something similar to what Crytek showed in their demo, which did not use RTX cores and ran more or less fine on Vega. So for ray traced reflections here and there, and maybe a nice light bouncing off of surfaces in some areas - that's possible without "RT" cores.
Releases such as Quake 2 RTX, which use "full" ray tracing, not just for a few reflections, show that this process is very computationally expensive. Quake 2 is simple, there aren't many polygons out there. I imagine nobody is even teasing something more modern, because it runs like shit. I suspect somebody, somewhere began experimenting with the Doom 3 source code to implement full ray tracing and pretty much left it for later, better times, because no graphic card can handle it today.