| So the new top-end Nvidia cards will have dedicated ray tracing cores. However, real-time ray tracing is still so computationally expensive that games can only implement a hybrid form of it whereby ray tracing is applied for a certain effect or single object, and plain old rasterization is used for everything else. I applaud NV for stepping up and delivering something in a new direction. Just think- how long has it been since something truly new has been introduced in the gfx world? Reading through the full article, it was no small feat to dream up and build these cards. A very complex project from both product and engineering perspectives. Hardware-wise, the 2080 specs are quite insane, and these babies are thirrrsty, drawing ~250 watts. That said, the move definitely seems risky, as it increases complexity significantly for game devs to code for this hybrid approach. What if the market doesn't warm up to this, or perhaps ATI or someone else comes up with something more novel? I also wonder if it's just a few years premature. Not feeling compelled to give up the good old 970GTX yet. Wake me up when full ray tracing is ready :) --- P.S. I couldn't help but snicker when looking at the table near the end showing which games will support what new imaging modes. Of course, PUBG doesn't support ray tracing. Hardly a surprise, considering they can't patch without hours of downtime, and also frequently deliver patches containing "fixes" which break more than they fix. (FWIW I've stopped PUBG and moved on to Elite:Dangerous, aka space truckers, thanks to it being recommended in an HN thread. Fun game, if you enjoy the solitude of loneliness of endless space! ;) |
We could have scenes with exponentially more geometry if the geometry is culled more efficiently. Stuff like walls covered in pipes/debris, cloth that wraps around the model's body as it moves, much more complex and overlapping shadow volumes, etc.