I am back with another status update on raytracing in RADV. And the good news is that things are finally starting to come together. After ~9 months of on and off work we’re now having games working with raytracing. Working on first try after getting all the required functionality was Control:
I have not talked about raytracing in RADV for a while, but after
some procrastination being focused on some other things I recently got back to it and achieved my next milestone.
In an earlier article I showed how reading from VRAM with the CPU can be very slow. It however turns out there there are ways to make it less slow.
Given that the new RDNA2 GPUs provide some support for hardware accelerated raytracing and there is even a new shiny Vulkan extension for it, it may not be a surprise that we’re working on implementing raytracing support in RADV.
In RADV we just added an option to speed up rendering by rendering less pixels.
In this article I show how reading from VRAM can be a catastrophe for game performance and why.
This is the first post of this blog and with it being past midnight I couldn’t be bothered making one about a technical topic. So instead here is an explanation of my plans with the blog.