Pieter3dnow
Supreme [H]ardness
- Joined
- Jul 29, 2009
- Messages
- 6,784
The article contains blatantly wrong information, no ray tracing has been reduced EVER, in fact reflection quality has been improved with the recent patch, the reflection clarity is higher because denoising is better, and reflections now reflect even more objects like grass and leaves through an SSR implementation on top of ray tracing. Before the patch none of these objects were even reflected in the first place.
Here see Digital Foundry analysis with input from DICE itself.
The idea is that the first time ray tracing was implemented it was slower way slower and how ray tracing works you can choose what you will do and won't that is clear that it takes a lot of power to ray trace things is the reason why it was slower. Unless DICE did not know how to do this they limited objects and landscapes and that part is documented.
Nvidia pays developers I am very sure that when contracts are signed there is a clause where they will defend or retract any kind of negative statements regarding the technology used. Free lip service and what has been Nvidia mantra over the years when problems arise "it is not us, it is them".
It kinda boggles the mind why dx12 is such a stumbling block for devs. I guess it's a clue how with dx11 a big fat driver layer is there holding everybodys hands rearranging shaders and injecting bits of code into the engine to paper over coding cracks. Now in dx12 that's not there and the intimate knowledge of the workings of gpus and coding best practice needed to get the performance that the driver teams have just aren't there. I saw this blog years ago, that I'm trying to find again, and in it an ex driver dev laid out how bad game devs were at sticking to the direct X spec and the jankiness of their code. The guy said that after they profiled games they'd end up injecting custom shaders and wholesale 'proper' bits of code into the game engine at runtime. It might not be the case now but in the not to distant past the driver guys had to come and clean up shoddy code all the time, which isn't an option that exists in dx12 with its much thinner driver layer.
I would say the opposite I would say that DX12 is not a stumbling block it is where developers can get way more out of the API than what they are used to.
And what is known about DX12 on Nvidia that their DX11 drivers allow better usage of multi-threads.