With today’s announcement from Microsoft of DirectX 12 Ultimate, both NVIDIA and AMD are also chiming in to reiterate their support for the new feature set, and to note their involvement in the process. For AMD, DirectX 12 Ultimate goes hand-in-hand with their forthcoming RDNA2 architecture, which will be at the heart of the Xbox Series X console, and will be AMD’s first architecture to support DirectX 12 Ultimate’s new features, such as ray tracing and variable rate shading.

To that end, as part of Microsoft’s overall DirectX Developer Day presentation, AMD is showing off raytracing running on an RDNA2 for the first time in public. Running an AMD-built demo they call “Futuristic City”, the demo incorporates DXR 1.0 and 1.1 features, to produce what can only be described as a very shiny demo.

It should be noted that this demo was a recording – as all of the Microsoft dev day presentations were – though there is little reason to doubt its authenticity. AMD also showed off an RT recording a couple of weeks back for Financial Analyst day, and presumably this is the same trailer.

Source: AMD

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  • Spunjji - Monday, March 23, 2020 - link

    wHeRe Is ThE rAyTrAcInG

    I didn't even ask that when I saw Battlefield 5 running, and the raytracing in that was borderline invisible 80% of the time. It's literally everywhere in this demo.

    The funny part is the demo really does look like mid-2000s GPU box art, but you had to go and be a tool about it.
    Reply
  • CiccioB - Friday, March 20, 2020 - link

    Let's return when we are speaking about real raytracing effects: global illumination and transparency (most undervalued gfx effects ever ), something that no rasterization tricks can simulate but for pre-determined angle of views.

    We do not know exactly what is real time computed and what's not in this demo as pre determined walking path and angle of views can hide pre-rendered illumination and filtering data, things that cannot be used when in free view mode.

    BTW, I hope the race for the useless high resolution in order to improve image quality will end with the wide spread use of ray tracing.
    Today image quality is still sh*t i terms of polygons and light accuracy and no high resolution texture mapped a 4k or 8K can fix that.
    See Bluray HD computer generated animations: they are "only" FullHD". But some of them are incredibly realistic none the less.
    I hope to see this kind of image quality in near future, not those crappy 10 to 100 polygons hyper textured all over a 65" screen.
    Reply
  • Sefem - Saturday, March 21, 2020 - link

    Many developer changed their view with ray tracing, nicer pixel is better than more pixel Reply
  • CiccioB - Monday, March 23, 2020 - link

    But many users that have bought a 4K monitor as they believed to improve image quality with that will not accept a smotth FPS generation at low resolution. hey want 60+ FPS at 4K full on. THat will be the only way to make them accept raytracing as a useful feature.
    Otherwise thy'll will always go with big texture packs, no light effect, 10 polygons and be happy with rasterization tricks that "improve image quality".

    See the comments they do when looking at the performances you can have with Turing and RT on.. "ohww, that thing can't stand 60 FPS at 4K... useless".
    Reply
  • Spunjji - Monday, March 23, 2020 - link

    ...? 😕 Reply
  • Rick95 - Friday, March 20, 2020 - link

    Isn't the point of ray tracing photorealism?
    Does that shinny mess look realistic to you?
    Yeah, just what I thought...
    Cool to see ray tracing running on amd hardware though
    Reply
  • willis936 - Friday, March 20, 2020 - link

    If you don't understand a technology, then a technology demonstration is not for you. Reply
  • CiccioB - Tuesday, March 24, 2020 - link

    Well, not.
    Raytracing is just more and better than simply shiny reflections.
    That's what was used as demonstration 30 years ago with glass balls and shining walls boxes.

    Raytracing is about the quality of the light, and there are tens of ways to demonstrate its quality and advantage.
    But it all comes to the judgment capacity of the gamers, that's null.
    They do not care about good light effects, waking in a forest with shading light and real volumetric occlusion and shadows.
    They just want the fire reflected on the water (water that is still a 10 polygon mesh to spare on the insufficient geometric power of the consoles), shiny glasses where they can mirror their character, that's the fancy glance of the effects.
    They do not care that one could create an atmosfere like those in movies because too much realism does not allow them to see things if global light is not emulated by artificially enhancing brightness level of the entire scene.
    They would remove the effect to see the enemy hidden in the shadow, and remove real calculated transparency to just have the texture removed to see the enemy behind the curtain.

    Raytracing is as advanced as you want it to be. It just needs 2 things: processing power and the wish of the gamers to accept it as a way to describe more realistic scenes, despite the thing can make the game more difficult (or slower).
    Here we have the basic of the two factors: shiny (and let's say it, boring) reflections that are the things that any gamer of any age just recognizes as fancy.
    Reply
  • djayjp - Saturday, March 21, 2020 - link

    Looks like poo Reply
  • D. Lister - Saturday, March 21, 2020 - link

    This "demo" was a recording, so technically it is more a proof of concept than an actual demonstration. It will be a demo when it is running on AMD hardware in real time. Considering this is from AMD, the kings of marketing hype and unfulfilled promises, I wouldn't be terribly surprised if they actually used a bunch of Quadros to make this video. :p Reply

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