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Microsoft Introduces DirectX Raytracing

Vulkan went 1.1 like a week ago, and now they need to catch up to this. Hurry up guys! I want X-Plat games! Not Windows vendor locked games...
 
I recall John Carmack talking about ray tracing as the Holy Grail. This might have been 10 or so years ago? As usual, his discussion got very technical and I was not able to follow along. Seems like when he gave the interview, he thought it was 15-20 years out before we'd see commercial application of it. (If I were not lazy, I'm sure I could find the interview somewhere...)
 
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the only reason why i have any interest in this is because it means the new GPU's from nvidia are coming
 
Realtime raytracing seems like the proverbial carrot on a stick. It doesn't matter how fast we run, pixel counts and expectations of image fidelity rise just as fast.

It's good to have that carrot out there though. As long as there's something new to work toward we get at least some degree of advancement. Things have become stagnant in the GPU space for too long. Even if this isn't immediately useful, or yields any real-world improvements in the next few years, it's good for GPUs. I'm sure at least some of it translates to better techniques across the board.
 
I experimented with raytracing back in the 90's first with the DOS versions of 3D Studio Max and Lightwave, and later Povray. I renddred some pretty cool still frames, but I never understood the details of the technology.


How does raytracing differ from what Direct3D, OpenGL, Vulcan, etc. do today?


Turns out I was not the only one who had this question, and NVIDIA has a small write up on this topic.

Don't know if it is any good yet, reading it now.
 
I don't get it, its not like real time ray tracing hasn't been done before:




I hope it gets better as I understand this is a work in progress but in Remedy's demo, but I've noticed: No support for more than 1 level of reflection (look at the salt and pepper shaker's reflections in the lamps on the tables), and second, no support for any glass or transparent objects (otherwise those would be wine and martini glasses instead of coffee cups to show it off), and finally, no moving objects of any kind (its a hard baked static mesh).
 
I don't get it, its not like real time ray tracing hasn't been done before:




I hope it gets better as I understand this is a work in progress but in Remedy's demo, but I've noticed: No support for more than 1 level of reflection (look at the salt and pepper shaker's reflections in the lamps on the tables), and second, no support for any glass or transparent objects (otherwise those would be wine and martini glasses instead of coffee cups to show it off), and finally, no moving objects of any kind (its a hard baked static mesh).


True, there are quite a few old PC demos that did it. Very low samples of course, and probably a lot of other tricks to get things moving smoothly.

I remember when it used to take 36 hours to render a simple reflective object on my Amiga 500 in Sculpt-Animate :D (like a chrome ball on a checkered floor)
 
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