DirectX Raytracing Fallback Layer Performance Preview - GTX 980 Ti | GTX 1060 | GTX 1080 | RX 580
DXR Fallback Layer - GTX 980 | GTX 980 Ti | GTX 1060 | GTX 1080 | R9 390X | R9 Nano | RX 580
This March Microsoft announced DirectX Raytracing (DXR), an extension to DirectX 12 API - DXR will provide a standard API for hardware and software accelerated ray tracing under DirectX.
Microsoft also released D3D12 Raytracing Fallback Layer, a library that emulates the DirectX Raytracing API on devices without native driver/hardware support. The Fallback Layer is a thin layer on top of DirectX shared as an open source library via Microsoft's official GitHub repo. The Fallback Layer uses Compute Shaders to implement DXR functionalities.
For the Sponza sample we've selected a viewpoint to generate as much reflection rays as possible. This test has two different modes, the first mode uses a fully-raytraced pass that shoots primary rays for diffuse lights and recursively fires shadow rays, the second mode utilises reflection rays only to create a shiny perfect mirror ground plane.
The Procedural sample uses special intersection shaders to create analytic/volumetric geometry and iso-surfaces - typical effects found in shadertoy demos.
As the Fallback Layer is in an early prototype stage for DXR don't read too much into these performance numbers. :)
For more information visit:
https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing
https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Samples/Desktop/D3D12Raytracing
https://github.com/Microsoft/DirectX-Graphics-Samples/tree/master/Libraries/D3D12RaytracingFallback
PC components:
CASE: QDIY Professional Modder Acrylic Case (PC-D008)
PSU: Cooler Master V1000
MOTHERBOARD: Gigabyte GA-990FX-Gaming
CPU: AMD FX-8370
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GPU: MSI GTX 980 Ti GAMING 6G
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