It’s also how I end up with a press release in my inbox from Nvidia talking about how Quake II RTX, which it helped to build, is now available “for everyone.” That’s why you get something like an Nvidia engineer speaking on behalf of The Khronos Group talking about how performant ray tracing isn’t just coming to consoles - but also to AMD Radeon GPUs. And that’s where the open Vulkan standard is so important. And while that is great for Windows and for Nvidia, the popularization of ray tracing - which is a true next-gen, computationally expensive lighting tech - relies on its ubiquity. But the reality is that Nvidia operated RTX as a layer on top of Microsoft’s DXR. It has worked hard to make RTX synonymous with the technology. ![]() Up to today, Nvidia has dominated the ray tracing discussion. We have achieved that through delivering a carefully designed superset of DXR, and integrating Vulkan Ray Tracing support in the DXC open source HLSL compiler.” The democratization of Quake II RTX One of the key requests from the developer community was the ability to easily bring DXR code to Vulkan. “We now have tools and samples to truly enable developers to tap into the power of cross-platform ray tracing acceleration. “Shipping API specifications was just the first step in building the developer ecosystem for Vulkan Ray Tracing,” Khronos ray-tracing boss and Nvidia engineer Daniel Koch said. That’s doubly important because you’ll find those same AMD compute units in the PlayStation 5 and Xbox Series X/S.īut now with the SDK providing a full pipeline for developers, Vulkan Ray Tracing should begin popping up everywhere. So Vulkan is an API solution that can run on the dedicated ray-tracing cores in Nvidia’s RTX video cards, or it can run on the general GPU compute units in AMD’s Radeons. That was an important step due to its compatibility across platforms - whereas DirectX Raytracing (DXR) is only available on PC and Xbox. Khronos has previously launched a version of its Vulkan Ray Tracing extension in November. ![]() ![]() This opens up a viable alternative for devs beyond Microsoft’s DirectX to simply and quickly create lifelike lighting in games. The Khronos Group consortium announced today that 3D graphics servicer LunarG released an updated version of the Vulkan Software Development Kit that has a full suite of tools for Vulkan Ray Tracing. The next generation of real-time visuals is ray tracing, and developers can now turn to the open Vulkan graphics API to bring this tech into their games. We're thrilled to announce the return of GamesBeat Summit Next, hosted in San Francisco this October, where we will explore the theme of "Playing the Edge." Apply to speak here and learn more about sponsorship opportunities here.
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