Huge interview with Yasin Uludag about RTX implementation. DL;DR Huge optimization coming DXR battlefield v's way.

TL;DR stop being a dink. I'm pretty well educated and not talking out of my ass here.

​lol. more of dat frosh

Firstly, they said [our raster renderer fucked the bounding boxes which fucked with our raytracer that did not expect such big bounds]

yeah bud totally a RTX hardware issue

Then [we could have used a neat trick to skip entire screen regions in depth buffer traversal but didn't have time to get it in the build]

totally a RTX hardware issue

They had no way to communicate the bandwidth between three titans to do this kind of hybrid rendering, something RTX does inherently due to bandwidth of communication between cores of which are SPECIFICALLY built for that communication.

literally not what he said and literally not how raytracing works ('communicate the bandwidth'? there's no need to communicate - it's embarrassingly parallel and so is this optimization, he already told you they do it in blocks, who cares what the neighbour block is doing)

THEN [once we fix this obvious shit in our renderer, we'll be able to tell you more about the GPU performance]

stay. in. fucking. school. child.

/r/nvidia Thread Parent