• Pennomi@lemmy.world
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    9 months ago

    With the merge request that landed this Vulkan ray-tracing support for Lavapipe, Konstantin Seurer shared the screenshot below and wrote “Don’t ask about performance”

    So… how’s the perf— gets shot

    • sugar_in_your_tea@sh.itjust.works
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      9 months ago

      I can see a few reasons:

      • automated tests on single frames
      • batch renders on a server (e.g. for stills or cutscenes)
      • comparisons across GPU archs - it could essentially be the “standard” for how a scene should be rendered

      And of course, maybe some CPU manufacturer will build in an accelerator so lower end GPUs (say, APUs) could have reasonable raytracing in otherwise GPU limited games (i don’t know enough about modern game pipelines to know if that’s a possibility).

      Or the final reason, which may be the most important of all: why not?

      • RvTV95XBeo@sh.itjust.works
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        9 months ago

        I’ll add one to this - optimization. A lot of clever optimization techniques tend to come out of projects like this - necessity is the mother of invention.

    • Baŝto@discuss.tchncs.de
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      9 months ago

      If the CPUs get strong enough, they could run old raytracing games at some point … especially on hardware platforms that don’t have ray tracing GPUs available for them.

  • cmnybo@discuss.tchncs.de
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    9 months ago

    I would like to see the benchmark results from this running on a high end system like a dual CPU EPYC 9754.