cageymaru
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- Apr 10, 2003
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Eurogamer has conducted an interview with DICE rendering engineer Yasin Uludag where he explains the numbers and computer science behind the real-time ray tracing effects that PC gamers will experience when they turn NVIDIA RTX on. He discusses the bottlenecks and NVIDIA intrinsics used to analyze and optimize the game for better performance. He alludes to features that might be incorporated into the game in the future like a hybrid ray tracer/ ray march system, variable rate shading, and more.
We were initially negatively affected in our QA testing and distributed performance testing due to the RS5 Windows update being delayed. But we have received a custom compiler from Nvidia for the shader that allow us to inject a "counter" into the shader that tracks cycles spent inside a TraceRay call per pixel. This allows us to narrow down where the performance drops are coming from, we can change to primary ray mode instead of reflection rays to see which objects are "bright". We map high cycle counters to bright and low cycle counters to dark and then go in to fix those geometries. Having these metrics by default in D3D12 would be a great benefit, as they currently are not.
We were initially negatively affected in our QA testing and distributed performance testing due to the RS5 Windows update being delayed. But we have received a custom compiler from Nvidia for the shader that allow us to inject a "counter" into the shader that tracks cycles spent inside a TraceRay call per pixel. This allows us to narrow down where the performance drops are coming from, we can change to primary ray mode instead of reflection rays to see which objects are "bright". We map high cycle counters to bright and low cycle counters to dark and then go in to fix those geometries. Having these metrics by default in D3D12 would be a great benefit, as they currently are not.