Author Topic: NVIDIA - Best Practices: Using NVIDIA RTX Ray Tracing  (Read 1847 times)

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NVIDIA - Best Practices: Using NVIDIA RTX Ray Tracing
« on: August 11, 2020, 02:14:22 PM »
This post gathers best practices based on our experiences so far on using NVIDIA RTX ray tracing in games. I’ve organized the tips into short, actionable items that give practical tips for developers working on ray tracing today. They aim to give a broad picture of what kind of solutions lead to good performance in most cases. To find the most optimal solution for a specific case, I always recommend profiling and experimenting.

For clarity, here are common abbreviations and short terms used in this post:

    AS—Acceleration structure
    TLAS—Top-level acceleration structure
    BLAS—Bottom-level acceleration structure
    AABB—Axis-aligned bounding box
    Instance—An instance of a BLAS in a TLAS
    Geometry—A geometry in a BLAS