Crytek claims to have its personal real-time ray tracing tech up-and-running on an AMD RX Vega 56 graphics card, sans Nvidia or Microsoft expertise. And no, it’s not fairly April Fool’s day but. The firm that purchased you such hits similar to Crysis, Crysis 2, and Crysis 3, amongst others, has now set its sights on displaying Nvidia up with its personal experimental ray tracing function constructed into CRYENGINE 5.5.
Currently, precisely portraying reflections and lighting in real-time your gaming PC requires an Nvidia Turing 20-series GPU and Microsoft DX12-based DXR help. The first is straightforward sufficient to return by, for the proper value, nonetheless, in-game help has been noticeably missing. Since Nvidia first launched its RTX playing cards final September, simply two games have adopted its ray tracing tech: Battlefield V and Metro: Exodus.
But Crytek has proven off its personal different, and a {hardware} and API agnostic one at that. In a video posted on Youtube (embedded under), the corporate demonstrates its personal experimental CRYENGINE 5.5 ray tracing expertise working inside the bespoke Neon Noir demo – and all working on an RX Vega 56 graphics card.
The ray tracing performance is constructed upon CRYTENGINE’s Total Illumination spec, which Crytek claims will permit “ray tracing to run on most mainstream, contemporary AMD and Nvidia GPUs.”
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“The experimental ray tracing instrument function simplifies and automates the rendering and content material creation course of to make sure that animated objects and modifications in lighting are appropriately mirrored with a excessive degree of element in real-time.
“This eliminates the identified limitation of pre-baked dice maps and native display screen house reflections when creating clean surfaces like mirrors, and permits builders to create extra lifelike, constant scenes. To showcase the advantages of actual time ray tracing, display screen house reflections weren’t used on this demo.”
Crytek plans so as to add a production-ready model onto the roadmap someday in 2019, and can optimise the tech for each DX12 and the low-level API upstart, Vulkan.
AMD has beforehand mentioned that it didn’t imagine the ray tracing ecosystem was fairly prepared but, and that AMD would roll out its own implementation once “the consumer’s gonna see the benefit.” That was a promising glimpse of what’s to return from the crimson crew, but didn’t fill us with a lot hope for an implementation significantly quickly. However, with platform agnostic implementation throughout each DX12 and Vulkan, there could also be a glimmer of hope for players that bleed crimson. Wait, that’s everybody… a glimmer of hope for AMD followers then.
It’s arduous to imagine that Crytek has efficiently applied ray tracing within the engine with out the necessity for Nvidia or Microsoft’s expertise – if not that disbelief stems largely from Nvidia’s personal RTX rhetoric. Yet if it may really supply a GPU and API agnostic implementation, the inexperienced crew may discover itself in a sticky scenario. The RTX 20-series’ signature function may not be so unique, in spite of everything.
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