Subject: General Tech | March 18, 2019 - 10:00 PM | Sebastian Peak
Tagged: gameworks, unreal engine, Unity, rtx, ray tracing, nvidia, GTC 19, GTC, dxr, developers
Today at GTC NVIDIA announced GameWorks RTX and the implementation of real-time ray tracing in the upcoming Unreal Engine 4.22 and the latest version of Unity, currently in 2019.03.
NVIDIA Announces GameWorks RTX
While Pascal and non-RTX Turing support for real-time ray tracing is something of a bombshell from NVIDIA, the creation of GameWorks tools for such effects is not surprising.
“NVIDIA GameWorks RTX is a comprehensive set of tools that help developers implement real time ray-traced effects in games. GameWorks RTX is available to the developer community in open source form under the GameWorks license and includes plugins for Unreal Engine 4.22 and Unity’s 2019.03 preview release.”
NVIDIA lists these components of GameWorks RTX:
- RTX Denoiser SDK – a library that enables fast, real-time ray tracing by providing denoising techniques to lower the required ray count and samples per pixel. It includes algorithms for ray traced area light shadows, glossy reflections, ambient occlusion and diffuse global illumination.
- Nsight for RT – a standalone developer tool that saves developers time by helping to debug and profile graphics applications built with DXR and other supported APIs.
Unreal Engine and Unity Gaining Real-Time Ray Tracing Support
And while not specific to NVIDIA hardware, news of more game engines offering integrated DXR support was also announced during the keynote:
“Unreal Engine 4.22 is available in preview now, with final release details expected in Epic’s GDC keynote on Wednesday. Starting on April 4, Unity will offer optimized, production-focused, realtime ray tracing support with a custom experimental build available on GitHub to all users with full preview access in the 2019.03 Unity release. Real-time ray tracing support from other first-party AAA game engines includes DICE/EA’s Frostbite Engine, Remedy Entertainment’s Northlight Engine and engines from Crystal Dynamics, Kingsoft, Netease and others.”
RTX may have been off to a slow start, but this will apparently be the year of real-time ray tracing after all - especially with the upcoming NVIDIA driver update adding support to the GTX 10-series and new GTX 16-series GPUs.
Subject: Graphics Cards | March 18, 2019 - 09:41 PM | Sebastian Peak
Tagged: unreal engine, Unity, turing, rtx, ray tracing, pascal, nvidia, geforce, GTC 19, GTC, gaming, developers
Today at GTC NVIDIA announced a few things of particular interest to gamers, including GameWorks RTX and the implementation of real-time ray tracing in upcoming versions of both Unreal Engine and Unity (we already posted the news that CRYENGINE will be supporting real-time ray tracing as well). But there is something else... NVIDIA is bringing ray tracing support to GeForce GTX graphics cards.
This surprising turn means that hardware RT support won’t be limited to RTX cards after all, as the install base of NVIDIA ray-tracing GPUs “grows to tens of millions” with a simple driver update next month, adding the feature to both to previous-gen Pascal and the new Turing GTX GPUs.
How is this possible? It’s all about the programmable shaders:
“NVIDIA GeForce GTX GPUs powered by Pascal and Turing architectures will be able to take advantage of ray tracing-supported games via a driver expected in April. The new driver will enable tens of millions of GPUs for games that support real-time ray tracing, accelerating the growth of the technology and giving game developers a massive installed base.
With this driver, GeForce GTX GPUs will execute ray traced effects on shader cores. Game performance will vary based on the ray-traced effects and on the number of rays cast in the game, along with GPU model and game resolution. Games that support the Microsoft DXR and Vulkan APIs are all supported.
However, GeForce RTX GPUs, which have dedicated ray tracing cores built directly into the GPU, deliver the ultimate ray tracing experience. They provide up to 2-3x faster ray tracing performance with a more visually immersive gaming environment than GPUs without dedicated ray tracing cores.”
A very important caveat is that “2-3x faster ray tracing performance” for GeForce RTX graphics cards mentioned in the last paragraph, so expectations will need to be tempered as RT features will be less efficient running on shader cores (Pascal and Turing) than they are with dedicated cores, as demonstrated by these charts:
It's going to be a busy April.