Tuesday, March 17th 2020

Khronos Group Releases Vulkan Ray Tracing

Today, The Khronos Group, an open consortium of industry-leading companies creating advanced interoperability standards, announces the ratification and public release of the Vulkan Ray Tracing provisional extensions, creating the industry's first open, cross-vendor, cross-platform standard for ray tracing acceleration. Primarily focused on meeting desktop market demand for both real-time and offline rendering, the release of Vulkan Ray Tracing as provisional extensions enables the developer community to provide feedback before the specifications are finalized. Comments and feedback will be collected through the Vulkan GitHub Issues Tracker and Khronos Developer Slack. Developers are also encouraged to share comments with their preferred hardware vendors. The specifications are available today on the Vulkan Registry.

Ray tracing is a rendering technique that realistically simulates how light rays intersect and interact with scene geometry, materials, and light sources to generate photorealistic imagery. It is widely used for film and other production rendering and is beginning to be practical for real-time applications and games. Vulkan Ray Tracing seamlessly integrates a coherent ray tracing framework into the Vulkan API, enabling a flexible merging of rasterization and ray tracing acceleration. Vulkan Ray Tracing is designed to be hardware agnostic and so can be accelerated on both existing GPU compute and dedicated ray tracing cores if available.
Vulkan ray tracing
"There has been strong developer demand for a truly cross-platform ray tracing acceleration API and now Vulkan Ray Tracing is here to meet that industry need," said Daniel Koch, senior graphics system software engineer at NVIDIA and Vulkan Ray Tracing task sub group chair at Khronos. "The overall architecture of Vulkan Ray Tracing will be familiar to users of existing proprietary ray tracing APIs, which enables straightforward porting of existing ray traced content, but this framework also introduces new functionality and implementation flexibility."

Vulkan Ray Tracing consists of a number of Vulkan, SPIR-V, and GLSL extensions, some of which are optional. The primary VK_KHR_ray_tracing extension provides support for acceleration structure building and management, ray tracing shader stages and pipelines, and ray query intrinsics for all shader stages. VK_KHR_pipeline_library provides the ability to provide a set of shaders which can be efficiently linked into ray tracing pipelines. VK_KHR_deferred_host_operations enables intensive driver operations, including ray tracing pipeline compilation or CPU-based acceleration structure construction to be offloaded to application-managed CPU thread pools.

Vulkan Ray Tracing shaders are SPIR-V binaries which use two new extensions. The SPV_KHR_ray_tracing SPIR-V extension adds support for ray tracing shader stages and instructions; SPV_KHR_ray_query adds support for ray query shader instructions. Developers can generate those binaries in GLSL using two new GLSL extensions, GLSL_EXT_ray_tracing and GLSL_EXT_ray_query, which are supported in the open source glslang compiler. Engineers at Khronos member companies, including NVIDIA, have also added support for the SPIR-V extensions to DXC, Microsoft's open source HLSL compiler, enabling Vulkan Ray Tracing SPIR-V shaders to be authored in HLSL using the syntax defined by Microsoft, with minimal modifications.

Driver release updates and the status of Vulkan ecosystem components will be posted on the Vulkan Ray Tracing Provisional Release Tracker. A Vulkan SDK that includes support for Vulkan Ray Tracing will become available once all the necessary ecosystem components are upstreamed; check this link to watch for its availability. An introductory launch presentation on Vulkan Ray Tracing is here, and further technical details can be found in this blog post.

Industry Support for Vulkan Ray Tracing Provisional Specification
"Standardizing ray tracing in Vulkan is an important step towards making ray tracing available across a wide range of devices, as well as enabling developers to use this technology to its full advantage. AMD intends to provide support for all of the major features in this extension, including ray shading, ray queries, and CPU acceleration structure management. We will be working with developers to ensure great performance from our Vulkan Ray Tracing implementation; these efforts will help us to provide end users with even more visually stunning graphics on AMD Radeon GPUs," said Andrej Zdravkovic, senior vice president, software development, AMD.

"EA is happy to see the release of the provisional ray tracing extension for Vulkan. Realtime ray tracing is already an important part of game development and it will continue to be in the future. Allowing ray queries from any shader stage is a great feature, which will both simplify integrations and open up the possibility for new techniques while multithreaded host-side building of acceleration structures has the potential to reduce latency and improve the performance of our upcoming game titles," said Sebastian Tafuri, senior rendering engineer at Frostbite, EA.

"Epic Games has been an active member of the Vulkan Ray Tracing group from the beginning, and we are happy to see the ray tracing extension released to the public. We at Epic Games continue to wholeheartedly support Khronos's efforts on creating open standards to enhance the end-user experience," said Yuriy O'Donnell, rendering engineer, Epic Games.

"Imagination Technologies are very happy to see ray tracing become a standard part of Vulkan, helping the overall ray tracing ecosystem to grow substantially due to Vulkan's wide reach across many platforms and devices," said Rys Sommefeldt, senior director of product, Ray Tracing and High Performance Graphics, Imagination Technologies. "We are very supportive of the standard, which will help us deliver the efficient, fast, and focused hardware solution we are developing for our customers."

"The Intel Xe architecture roadmap includes support for hardware accelerated ray tracing, and we're excited to work with Khronos to implement full support into Vulkan," said Joshua Barczak, graphics software architect at Intel.

"NVIDIA ships beta drivers today with support for the provisional standardized ray tracing functionality in Vulkan," said Morgan McGuire, research director at NVIDIA. "Bringing accelerated ray tracing to the Vulkan cross-platform, open standard API is another significant step towards enabling the highest quality of visual realism for real-time games and applications everywhere."

"We are very excited about having hardware ray tracing support baked into Vulkan. Vulkan Ray Tracing enables us to research high-end rendering solutions, while also having support for all supporting vendors and platforms with minimal overhead," said Jules Urbach, CEO, OTOY.
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39 Comments on Khronos Group Releases Vulkan Ray Tracing

#26
notb
mbeestonor the light on the doorway next to them
Great example.
In the non-RT picture we see enough floor to know that at least the lower reflection is incorrect. There is no light source.
In the RT picture there's a diffused reflection in the middle - likely coming from the printer.

Reflections in RT take into account camera position (character eyes).
Simplified reflections are more or less static. Try jumping. You'll see most game engines ignore it.

the one from the red light outside
Looks like there was a lampshade. Normal stuff - light sources in almost all 3D engines penetrate lampshades. Check it. :)
the one form the machine on the window sill
Another good example. I'm almost sure there's a shade of red visible from the RT.
On the non RT it's almost like someone pointed a red laser at the sill. Pitty on those who have such printers...
Again: this may also be a matter of camera position.
honestly the mirror coat they used on the floor looks unrealistic, did they buff a glass floor before you got there? loses part of the atmosphere of the game if it looks like they just cleaned everything infront of you..
But now you're talking about scene design choices, not RT realism. That's how these scene was set up - they wanted reflections (it's a demo after all). Ray tracer did what it was supposed to do.

Also: google "shiny floor". You'll see it's not that hard to achieve in real life. :)
Posted on Reply
#27
mbeeston
notbGreat example.
In the non-RT picture we see enough floor to know that at least the lower reflection is incorrect. There is no light source.
In the RT picture there's a diffused reflection in the middle - likely coming from the printer.

Reflections in RT take into account camera position (character eyes).
Simplified reflections are more or less static. Try jumping. You'll see most game engines ignore it.




Looks like there was a lampshade. Normal stuff - light sources in almost all 3D engines penetrate lampshades. Check it. :)
a red warning light has a lamp shade?
Another good example. I'm almost sure there's a shade of red visible from the RT.
On the non RT it's almost like someone pointed a red laser at the sill. Pitty on those who have such printers...
Again: this may also be a matter of camera position.
if it is, kinda screws the comparison doesn't it
But now you're talking about scene design choices, not RT realism. That's how these scene was set up - they wanted reflections (it's a demo after all). Ray tracer did what it was supposed to do.
that's just splitting hairs, if you can't do it right for the game, why have it? was it that hard to add bump mapping for it?
Also: google "shiny floor". You'll see it's not that hard to achieve in real life. :)
no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?
Posted on Reply
#28
notb
mbeestona red warning light has a lamp shade?
Why not?


Seriously, I don't know this scene, so I don't know if there's a shade or not. Light going through lampshade was my first thought because I've seen it in games.

Anyway, that reflection (non-RT) looks rather weird. Why is it so large? Why is it so weirdly distributed?
if it is, kinda screws the comparison doesn't it
It absolutely doesn't. The fact that with RTRT there's a properly placed camera that affects visible reflections is a significant improvement.
As I said: some games actually ignore jumping. Try it.
no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?
Seriously, this is not something I can discuss. Maybe it's a lab and they cleaned. Maybe it's wet. No idea. I don't even know what game it's from.
Posted on Reply
#29
eidairaman1
The Exiled Airman
mbeestona red warning light has a lamp shade?

if it is, kinda screws the comparison doesn't it

that's just splitting hairs, if you can't do it right for the game, why have it? was it that hard to add bump mapping for it?

no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?
It's known as attention to detail but you wouldn't expect shiny floors in a war zone. Super shiny is expected in basic military training
Posted on Reply
#30
mbeeston
notbSeriously, this is not something I can discuss. Maybe it's a lab and they cleaned. Maybe it's wet. No idea. I don't even know what game it's from.
it's Wolfenstein: Youngblood
eidairaman1It's known as attention to detail but you wouldn't expect shiny floors in a war zone. Super shiny is expected in basic military training
i know that, which is why i mentioned why it looks unrealistic. but what ever, i'm done with this.
Posted on Reply
#31
lexluthermiester
HammerOn1024Frankly, looking at two images at the same resolution, there's very little difference in perceived quality between classic rendering methods and ray tracing, at least from what I've seen. So a huge amount of computational effort for very, very little benefit.

Just a sales gimmick.
Try playing an actual game.
Master TomYou have to see it in motion.
Exactly.
Posted on Reply
#32
Super XP
And this Ray Tracing comes from Microsofts DXR open source. Interesting,
Posted on Reply
#35
Baum
does "Vulkan" raytracing mean i can get it on old radeon hardware?

:p

I am one of those gamers who turns shadows down to get even higher framerates... i care for textures and lights like godrays
Posted on Reply
#36
shinitaru
tomc100It actually looks pretty darn good as evidence by Quake II using ray tracing.
you need to see it in Control & Wolfenstein Youngblood (I know the game sucks but the RTX support is top shelf)
Posted on Reply
#37
lexluthermiester
shinitaruWolfenstein Youngblood
I thought it was good. Not suckage at all..
Posted on Reply
#38
headloser
I agree that it a waste of GPU power. So what you can see small details on a flower or better water reflection.. In Gaming Combat, you don't have time to stand around look at pretty things. All you going to see is a bullet coming straight at you.
Posted on Reply
#39
Super XP
shinitaruyou need to see it in Control & Wolfenstein Youngblood (I know the game sucks but the RTX support is top shelf)
Despite Wolfenstein Youngblood feeling like the same old, I like the Wolfenstein series, they are fun to play and not terribly overpriced. They keep making them and I'll keep buying them lol
Posted on Reply
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