Question Ray Tracing is in all next gen consoles

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Muhammed

Senior member
Jul 8, 2009
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PS5 is now confirmed to have hardware RT, meaning Ray Tracing will now the next standard in making games. RTX will spread into even more games. I am interested to know what those who thought RT will never be mainstream now think?



The straw man in your question is trolling.

AT Moderator ElFenix
 
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Thala

Golden Member
Nov 12, 2014
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Sorry, I wasn't clear enough. In nV implementation, the outer loop of the raytracer is in shader, but the "cast ray" operation is a single operation. In the AMD implementation, a single intersection test into the acceleration structure is a single operation (implemented in TMUs). That is, there needs to be a shader program that loops over doing that until it has a value.

Ok thanks, understood. On the other hand this means for each ray i cast the shader program needs to explicitly loop over all levels of the acceleration structure? Does not sound like a good idea for several reasons. Is this just a rumour at this point?
 

Tuna-Fish

Golden Member
Mar 4, 2011
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Ok thanks, understood. On the other hand this means for each ray i cast the shader program needs to explicitly loop over all levels of the acceleration structure? Does not sound like a good idea for several reasons. Is this just a rumour at this point?
Just a rumor, backed up by a patent. But of course most patents describe things that never get put into practice.

The relative cost of having to have every lane on the shader program loop over every level of the structure (or at least until all lanes have a hit) is probably less than you'd imagine, mostly because the cost of the memory access is dominant, and because in RDNA the CU can keep the SIMD arrays busy shading something else while simultaneously using the scalar + tmu side for looping over the tracing loop.
 
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Thala

Golden Member
Nov 12, 2014
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Just a rumor, backed up by a patent. But of course most patents describe things that never get put into practice.

The relative cost of having to have every lane on the shader program loop over every level of the structure (or at least until all lanes have a hit) is probably less than you'd imagine, mostly because the cost of the memory access is dominant

Having heavy control on the shaders (e.g. loops) is less than ideal to say the least. Second internals of the acceleration structure are not exposed to the programmer at all. Finally instead of looping you can do intersection tests in parallel depending on HW capabilities - again you do not want exposing such HW details to the programmer.
Overall i dont think AMD would be that stupid - ideally its going to look very similar to what Nvidia has implemented. Not sure about implementing the RT hardware as part of the TMUs - as long as it does not block TMU operations when doing intersection tests its fine i guess.
 

JPB

Diamond Member
Jul 4, 2005
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Hmm, that's interesting since I seem to recall that they'd also said its "more than 4x as powerful" before.
What I read was...it is 4x as powerful as before. But will also use...upwards of 300 watts. He may be referring to power consumption.

My question is though...Is Microsoft saying, Series X will be "4x" more powerful, than the Xbox One X ? Or is it "4x" more powerful than the Xbox One S ? Can't seem to find any info on that part. Unless i'm just not privy to how TFLOPS work.

PlayStation 4 - 1.84 TFLOPs
PlayStation 4 Pro - 4.2 TFLOPs
Xbox One - 1.3 TFLOPs
Xbox One S - 1.4 TFLOPs
Xbox One X - 6 TFLOPs
PlayStation 5 - 9.2 TFLOPs
Xbox Series X - 12 TFLOPs
 
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guachi

Senior member
Nov 16, 2010
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Thank you Tuna-Fish for the excellent detailed explanation and information.

I was wondering in what darkswordsman17 and also what you said about the amd implementation.
The nvidia rtx implementation is putting an huge cost to games performance, a game like Battlefield V (ultra settings) at 1440P on a nvidia 2080 super does 111 fps without rtx, and 57 fps with rtx enabled.

If amd RT version gives a much lower overhead (a much lower % of performance lost) they could claim 2080 super performance in the consoles when ray tracing is enabled and do it with a much weaker gpu.

If you are wondering which Nvidia card does 57 fps at 1440P on Battlefield V (high quality) without rtx is something like the GTX 1060 or the GTX 1650 super.
Amd only needs something a little more powerful than those and a much lower performance hit than nvidia. I think it's not impossible...

This is a major (perhaps THE major) problem with ray tracing from Nvidia. The higher performing cards are such poor values that you have to spend $700 for ray tracing performance that you get out of a $250 card without it.

Ray tracing costs $450. That seems like a very poor value.
 

JPB

Diamond Member
Jul 4, 2005
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The Xbox Series X...they say it will be more powerful than the Playstation 5. And it very well may be. So is the Xbox Series X the top model for Microsoft this time ? Or will there be a lesser model ? Like an S ?

I have a feeling, SONY will drop a Playstation 5 Pro "obviously"...that will have higher performance than Microsoft. The Series X....is being compared to the PS5. Which doesn't have the "Pro" moniker attached to it. Microsoft has a Lockhart posted. But no mention of a Pro. So the question from me is...is Microsoft releasing their top model first ? And SONY releases their top model after the standard PS5 ? If so, I can see SONY having the more powerful machine this go around. Like the Xbox X is now compared to the PS4 Pro.



 

CakeMonster

Golden Member
Nov 22, 2012
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Isn't it a reasonable assumption that the adding of RT units from NV is a long term plan to increase them until in 3-4 generations there will be enough to actually practically put them to use in more or most games?

Ironically the lack of competition in the high end segment might be the reason they actually gambled on using transistors on RT compared to pure incremental general performance.

I have no idea how this relates to consoles, but I think its a good idea that hardware RT is now in the mix, and I hope it won't fail meaning that it will take 5-10 years for someone to bother to pick it up gain.
 

beginner99

Diamond Member
Jun 2, 2009
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Isn't it a reasonable assumption that the adding of RT units from NV is a long term plan to increase them until in 3-4 generations there will be enough to actually practically put them to use in more or most games?

Ironically the lack of competition in the high end segment might be the reason they actually gambled on using transistors on RT compared to pure incremental general performance.

I have no idea how this relates to consoles, but I think its a good idea that hardware RT is now in the mix, and I hope it won't fail meaning that it will take 5-10 years for someone to bother to pick it up gain.

RT and tensor cores were added for the professional market. The RT cores also help for quadro cards (think 3D model/Scene rendering) and that was the main market it was made for. Same for tensor cores. Yes the could be used for denoising in RT but the real use is for deep learning.
NV needed something to sell this to the consumer somehow because the RTX chips make little sense to consumer price/performance wise.
 

Muhammed

Senior member
Jul 8, 2009
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Isn't it a reasonable assumption that the adding of RT units from NV is a long term plan to increase them until in 3-4 generations there will be enough to actually practically put them to use in more or most games?
No, RT will be used in every next generation game going forward, NVIDIA will increase RT hardware to increase the amount and complexity of RT effects in games.

NV needed something to sell this to the consumer somehow because the RTX chips make little sense to consumer price/performance wise.
Really? So Microsoft and Sony and DXR needed something to sell ray tracing too? That's doesn't make any sense. Hardware RT was planned from the start, NVIDIA pioneered it, but others followed as well.

This kind of thinking is not only illogical, but anti progress as well, Hardware T&L was also not ready for consumers in regards to price/performance, but look where we are now!
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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Really? So Microsoft and Sony and DXR needed something to sell ray tracing too? That's doesn't make any sense. Hardware RT was planned from the start, NVIDIA pioneered it, but others followed as well.

This kind of thinking is not only illogical, but anti progress as well, Hardware T&L was also not ready for consumers in regards to price/performance, but look where we are now!

Hardware T&L is a dead end and were replaced with vertex shaders a long time ago ...
 

SpaceBeer

Senior member
Apr 2, 2016
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Really? So Microsoft and Sony and DXR needed something to sell ray tracing too? That's doesn't make any sense. Hardware RT was planned from the start, NVIDIA Intel and Imagination pioneered it, but others followed as well.
Fixd

I find HW based RT very usefuly, but not for games. Unfortunately, at this point, there are no (engineering) CAD software packages that utilises RT block from RTX cards for real time ray tracing (maybe latest Solidworks, I'm not sure). Most of them still use CPU. But I know Creo and SW (Dassault) are working on this
 

lobz

Platinum Member
Feb 10, 2017
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Fixd

I find HW based RT very usefuly, but not for games. Unfortunately, at this point, there are no (engineering) CAD software packages that utilises RT block from RTX cards for real time ray tracing (maybe latest Solidworks, I'm not sure). Most of them still use CPU. But I know Creo and SW (Dassault) are working on this
Well I still say that the currently available implementation of RT in games, a.k.a. RTX is a bad joke, and if AMD's solution in the consoles will be as bad, I'm totally down to ridicule them as well.
 
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ThatBuzzkiller

Golden Member
Nov 14, 2014
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And the next step that will make those vertex shaders a "dead end" is ray tracing...

Nope, not really ...

I think mesh/primitive shaders will replace vertex (including geometry/tessellation) shaders that as some previously mentioned ...

The ray tracing pipeline is totally unique ...
 

lobz

Platinum Member
Feb 10, 2017
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No, RT will be used in every next generation game going forward, NVIDIA will increase RT hardware to increase the amount and complexity of RT effects in games.


Really? So Microsoft and Sony and DXR needed something to sell ray tracing too? That's doesn't make any sense. Hardware RT was planned from the start, NVIDIA pioneered it, but others followed as well.

This kind of thinking is not only illogical, but anti progress as well, Hardware T&L was also not ready for consumers in regards to price/performance, but look where we are now!
You have no concept of hardware development cycles, that's why you're spreading this nonsense here. In terms of raytracing, NVIDIA pioneered one thing only: shameless greed.
 

Krteq

Senior member
May 22, 2015
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On HW level, yes.. on higher/API level we are not sure - maybe that's what Zlatan meant while he mentioned DXR directly.
 

JasonLD

Senior member
Aug 22, 2017
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They both use Navi 2 GPU's, so the hardware RTX is the same. But the XBox runs windows with DX12, the PS does not, and runs Sony's own OS and API's.

Assuming Sony uses some kind of variation of Vulkan on their own API, I expect a least a feature parity.
 

DXDiag

Member
Nov 12, 2017
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On HW level, yes.. on higher/API level we are not sure - maybe that's what Zlatan meant while he mentioned DXR directly.
Sony will most likely use Vulkan RT, which is similar to DXR.

He said the PS5 uses a completely different solution, he is wrong.

He said the Xbox will have an upgraded pipeline (DXR 1.1?), Turing got the upgraded pipeline as well. He said current hardware won't get the upgrade, all incorrect.

He also said current hardware will be paperweight with the new consoles, which is incorrect as well. The Xbox Series X performs worse than Turing in MineCraft.
 
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