Monday, July 22nd 2024
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Several AMD RDNA 4 Architecture Ray Tracing Hardware Features Leaked
We've known since May that AMD is giving its next generation RDNA 4 graphics architecture a significant upgrade with ray tracing performance, and had some clue since then, that the company is working on putting more of the ray tracing workflow through dedicated, fixed function hardware, unburdening the shader engine further. Kepler_L2, a reliable source with GPU leaks sheds light on some of the many new hardware features AMD is introducing with RDNA 4 to better accelerate ray tracing, which should give its GPUs a reduced performance cost of having ray tracing enabled. Kepler_L2 believes that these hardware features should also make it to the GPU of the upcoming Sony PlayStation 5 Pro.
To begin with, the RDNA 4 ray accelerator introduces the new Double Ray Tracing Intersect Engine, which should at least mean a 100% ray intersection performance increase over RDNA 3, which in turn offered a 50% increase over that of RDNA 2. The new RT instance node transform instruction should improve the way the ray accelerators handle geometry. Some of the other features we have trouble describing include a 64-byte RT node, ray tracing tri-pair optimization, Change flags encoded in barycentrics to simplify detection of procedural nodes; improved BVH footprint (possibly memory footprint): and RT support for oriented bounding box and instance node intersection. AMD is expected to debut Radeon RX series gaming GPUs based on RDNA 4 in early 2025.
Sources:
Kepler_L2 (Twitter), VideoCardz
To begin with, the RDNA 4 ray accelerator introduces the new Double Ray Tracing Intersect Engine, which should at least mean a 100% ray intersection performance increase over RDNA 3, which in turn offered a 50% increase over that of RDNA 2. The new RT instance node transform instruction should improve the way the ray accelerators handle geometry. Some of the other features we have trouble describing include a 64-byte RT node, ray tracing tri-pair optimization, Change flags encoded in barycentrics to simplify detection of procedural nodes; improved BVH footprint (possibly memory footprint): and RT support for oriented bounding box and instance node intersection. AMD is expected to debut Radeon RX series gaming GPUs based on RDNA 4 in early 2025.
247 Comments on Several AMD RDNA 4 Architecture Ray Tracing Hardware Features Leaked
I have thought all along that AMD card owners are a bit sensitive to the whole RT value debate because too many times Nvidia fans have dismissed their GPUs as being subpar because of RT performance shortcomings. That could change next generation.
It can't be obvious if you can't spot it the first time you take a look at it, duh. Makes zero sense. Either admit that you can't always tell when RT is on (which isn't even controversial, there are scenes where it's simply not possible to tell), or that at the very least it's not obvious at all.
that is called acting in good faith.... they thought you were presenting them with a real opportunity to show where RT shines vs rasterization, instead of just trying to pull a fast one on them and not acting in good faith yourself.
There ya go, that is what RT can provide, enjoy.
I don't even need to show any images to prove this is true, for example if you have RT reflections but in a scene there are no objects that would be shown from out of screen space then you're not gonna be able to tell if it's ray traced.
I didn't choose that image by accident, it has almost no reflective surfaces, mostly diffuse materials, outdoor scene where it's difficult to tell what should be lit and what shouldn't, it's a difficult image to tell whether RT is on or off, or if it's even present.
But fine...even more DF material:
Let me ask you guys a question: what makes in-game graphics good to you personally? To me, it's geometry and texture detail and animations. Lights and reflections are nice, but when living characters still look and act like porcelain dolls, I couldn't care less what angle the sun shines at a puddle that I'm probably never gonna look at.
I'm not saying that RT is irrelevant or isn't nice, but there's other things to improve in game graphics, which makes RT not worth arguing about, imo.
pointnot a point?Read my sig for a accurate description of that one.
And that signature, just EPIC!
Because of the technical challenge, I don't think that RT/PT will ever be a sudden mindblowing upgrade, it's going to slowly progress, until one day people will get so used to it, and suddenly feels like something is slightly off with rasterized lighting when they will switch it off.
The brain is a funny thing, even though we are looking at the real world constantly we've been able to enjoy graphics that were for all intents and purposes very mediocre at depicting the real world...how did we ever manage to call the early 2000 real-time 3D breathtaking? :D
If say 8800XT can deliver 7900XT/XTX raster, much better RT, uses 30% less power, and is $500 I'll be replacing my 6800XT very quickly.
Because i did not said one word stating that those 2 pics are the reason why i think RT is a gimmick.
But yes, the others are right. Adding to this, Subnautica has loads of low res textures, to the point that the whole games takes less than 10 gb of hd space but man, its that game fun. Fixed it a bit for you. :)
Oh and dont forget Tim Jensen and is uttermost hate for AMD gpus.
If you have static light, you could just bake the lighting like they did for so long. What it is ? You pre render the lighting into texture (using RT!!!!) and apply it as light maps.
Look super nice but it's static. With RT, you can have dynamic light, dynamic day/night cycle etc. RT is not the best solution all the time, but is a great solution when dynamic lighting is required. It's still a young tech, but it will not go away. Games will continue to be made without it as they might not need it. There is no point of using RT if you have no dynamic light (or if you have very few).
But if you want a game with many dynamics light or where the gameplay require it, you will have a much better results with RT. There is still 2D games being made after all.
The whole RT On/RT off in the same game is a bit dull. If the game is made with dynamic lighting in mind, RT will always look better. If not, well it will be barely noticeable.
But let's be realist, RT is nice but i doubt it still need at least 2-3 gen to be widespread, so that probably mean 2030+.
And it's only one of the thing we need to have for better graphics. We also need way better textures too. Game needs to be made to utilize the full 24 GB of latest graphics cards.
Low-mid range should at least have 12 GB or RAM, mid at least 16-20 GB and ultra high end should already be at 32 GB. But there is no to little progress there sadly. Older games that got released when first 8 GB appeared still look very great because they have about the same texture budget as current game.
anyway. Glad that AMD is working on it. But they need to stop being the catch up player at some point.
RT still looks like an afterthought in a lot of games but the few ones that take real advantage of it look amazing. It's the amd fans that just try to bash it cause their cards can't do it. Traditional prebaked lighting looks mostly flat because you just cannot use prebaked lighting properly EVERYWHERE on eg. an open world game.
Still, i would not buy graphics strictly for RT. It is too expensive to get the benefit of that in a way I would be satisfied.
it will get better though if consoles hit the RT hard next year. At least, that is what I hope for.