Author Topic: DirectX Raytracing (DXR) Tier 1.1  (Read 1336 times)

0 Members and 1 Guest are viewing this topic.

JeGX

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2171
    • Geeks3D.com
DirectX Raytracing (DXR) Tier 1.1
« on: November 06, 2019, 04:05:18 PM »
Quote
Real-time raytracing is still in its very early days, so unsurprisingly there is plenty of room for the industry to move forward.  Since the launch of DXR, the initial wave of feedback has resulted in a set of new features collectively named Tier 1.1.

An earlier blog post concisely summarizes these raytracing features along with other DirectX features coming at the same time.

This post discusses each new raytracing feature individually.  The DXR spec has the full definitions, starting with its Tier 1.1 summary.

Topics:
- Inline raytracing
- DispatchRays() calls via ExecuteIndirect()
- Growing state objects via AddToStateObject()
- GeometryIndex() in raytracing shaders
- Raytracing flags/configuration tweaks
- Support

Links:
- https://devblogs.microsoft.com/directx/dxr-1-1/
- https://github.com/microsoft/DirectX-Specs/blob/master/d3d/Raytracing.md#D3D12_RAYTRACING_TIER

DX12 - DirectX 12 logo
« Last Edit: November 06, 2019, 04:09:15 PM by JeGX »