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D3D raytracing is no longer exclusive until 2080, as Nvidia brings it to GeForce 10, 16



<img src = "https://cdn.arstechnica.net/wp-content/uploads/2019/03/image-with-dxr-800×450.jpg" alt = "Picture of Metro Exit [19659002] with broadcast transmission. "/>
Enlarge / Metro Exodus with activated raytracing.

Microsoft announced DirectX raytracing a year ago, promising to bring hardware – accelerated ray graphics for computer games. In August, Nvidia announced its RTX 2080 and 2080Ti, a pair of new video cards with the company's new Turing RTX processors. In addition to the common graphics processing hardware, these new chips included two additional sets of additional cores, one set designed to work with machine learning algorithms, and the other for calculating beam graphics. These cards are the first and currently only DirectX Raytracing (DXR) support cards. This will change in April, as Nvidia has announced that the 1

0-series and 16-series cards will receive some support from raytracing. with the next month's driver update. Specifically, we are talking about 10-series cards built with Pascal chips (these are 1060 6GB or higher), titanized cards with Pascal or Volta chips (Titan X, XP and V) and 16-series Chips of Chips Turing (Turing, unlike Turing RTX, does not have additional cores for irradiation and machine training).

  GTX 1060 6GB and higher must begin supporting DXR with Nvidia driver next month / The GTX 1060 6GB and more should start supporting the DXR with the Nvidia driver for the next month.

Nvidia

Not surprisingly, the performance of these cards will not match that of the RTX chips. RTX chips use both their raytracing cores and their machine-learning kernels for DXR graphics. In order to achieve an appropriate level of performance, the radiation emulates relatively little light rays and uses machine-based anti-aliasing to remove the transmitted images. The absence of specialized hardware, the DXR of the GTX chips will use 32-bit CUDA integer operations that are already used for calculations and shaders.

Nvidia says the Turing and Pascal maps will take two to three times longer, visualize each frame than the Turing map. This difference is particularly strong for the cards of Pascal. In Turing, the 32-bit integer of the workload used for beam radiation can be run simultaneously with the 32-bit floating-point workload used for other graphical tasks. This is not the case for Pascal, where workloads will have to be performed sequentially.

This lower performance means that Nvidia recommends developers use only simpler raytracing effects on older chips. On RTX, the performance of raytracing may be good enough to allow for global illumination – a form of ray resistance that allows indirect reflection lighting in addition to the usual direct lighting from light sources, but for GTX parts it recommends using simpler tasks such as material-specific reflections

  With RT radiant cores and tensile cores for machine learning algorithms, Turing RTX (bottom graphics) can process one beam-sharpening speedily. Turing (the average graphics) does not have the special kernels but can still perform the integer workload at the same time as the floating point load for a total frame time of about twice as much as RTX. Pascal (the top graphic) has to perform the integer and floating point tasks back, so it takes a lot more time than Turing, not to mention Turing RTX. </span> </span> </span> RT RTBs and Tensor Cores for Machine Learning Algorithms, Turing RTX (Bottom Graphics) can process a beam radiating frame relatively quickly. Turing (the average graphics) does not have the special kernels but can still perform the integer workload at the same time as the floating point load for a total frame time of about twice as much as RTX. Pascal (the top graphic) must perform the tasks integer and floating backward, so it takes much longer than Turing, not to mention Turing RTX. </div>
<p>  This broadcast can be done on older ones. chips is not a big surprise. During the development of DXR, Microsoft uses a calculation algorithm based on shader calculations, so it is clear that special hardware is not needed. However, the significant difference in performance shows that special hardware will be important, at least for now. </p>
<p>  Existing games that use DXR must automatically start using raytracing of 10-series and 16-series cards after drivers are updated. , without requiring any updates to the game. However, given the productivity gap, we would imagine that developers will want to adapt their raytracing to older hardware. The weight imposed by raytracing the RTX chips is significant and it is simply not practical to try to use the same level of broadcast quality on older maps. </p>
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