Tuesday, October 15, 2019

World of Tanks will put your multi-core CPU to better use ray tracing

Intel-powered ray tracing is now ready for real-world testing in the World of Tanks EnCore tech demo, available now. Injecting realistic shadows into the game has been the responsibility of Bronislav Sviglo and his team, so we’ve spoken to the devs to find out just how its DX11 ray tracing implementation in the EnCore engine works without the need for any dedicated silicon. Real-time ray tracing has crept into the public eye ever since Nvidia launched its RTX 20-series graphics cards. Featuring dedicated ray tracing hardware, or RT Cores, these GPUs have been the only ticket to realistic shadows, reflections, and lighting since their inception. But no longer, the World of Tanks devs are trying a different approach, one which leverages your under-utilised multi-core CPU and doesn't require Microsoft DXR, DirectX 12, or an Nvidia RTX GPU. “So we're trying to utilise all we've got – all the computational resources that we've got,” Sviglo says to PCGamesN. “We thought that it would be wise to utilise all of that because in the games that use hardware acceleration, they use the GPU for BVH (bounding volume hierarchy) construction. So they put a lot of pressure on the GPU. We wanted to distribute that among the CPU and GPU.”
Syndicated from here: World of Tanks will put your multi-core CPU to better use ray tracing

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