Vulkan 1.2.162 Released With Ray-Tracing Support Promoted
Earlier this year Vulkan ray-tracing arrived in provisional form while with today's Vulkan 1.2.162 specification update this functionality has been promoted to stable and ready for broad industry support.
The Vulkan ray-tracing support is now deemed final and out of the provisional guard. This includes the finalized versions of VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline, VK_KHR_ray_query, VK_KHR_pipeline_library, and VK_KHR_deferred_host_operations.
The Vulkan ray-tracing specification now has the support of AMD, Arm, EA, Epic Games, Facebook, Imagination, Intel, NVIDIA, Qualcomm, Samsung, Unity, Valve, and other stakeholders.
It's official: Vulkan now offers an alternative to DirectX Raytracing
Today marks the moment the Vulkan API is officially ready for ray tracing. The Khronos Group behind the open API has announced the final Vulkan Ray Tracing extensions, and that means there's finally a firm alternative to Microsoft's DirectX Raytracing API used extensively in ray-traced games today.
Integrated right into the existing Vulkan framework, the new Vulkan Ray Tracing is a set of extensions—Vulkan, SPIR-V, and GLSL—that allow developers to adopt ray tracing in games utilising the Vulkan API.
Vulkan is a hot ticket item amongst game developers due to its generally solid performance with fewer legacy or convoluted systems to weigh it down, but it's also popular simply for the fact it's not tied intrinsically to any single hardware or platform provider—unlike, say, its main competitor in the gaming API space, DirectX 12.
See also: NVIDIA Releases Beta Driver With Khronos Vulkan Ray Tracing Support
Valve Now Funding Blumenkrantz - Zink OpenGL-On-Vulkan To Continue
(Score: 2) by takyon on Tuesday November 24 2020, @10:57PM (1 child)
Non-RTX/RDNA2 cards have been able to do raytracing (outside of a handful of games using Nvidia's proprietary thing only). How well depends on factors including the implementation.
The latest games are still based on rasterization, with some amount of ray tracing features thrown in on top. That could change to a purely ray tracing approach in the future, which would be great for game developers since it can look good and natural with less work. But that is 3-5+ years from now.
[SIG] 10/28/2017: Soylent Upgrade v14 [soylentnews.org]
(Score: 0) by Anonymous Coward on Wednesday November 25 2020, @01:14AM
Yeah, we're post the peak-bitcoin-mining-on-desktop, we need to spur the consumption of expensive hardware. Besides, the home consumer needs heating during winter (and extra A/C in summer).
(grin)