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so, I regretted taking amd videocards - it's good for gaming (which I'm not), but very bad for experimental with dynamic ray tracing, because all SDK's are too raw.
see what happens next with DXR and Vulcan Raytracing.
The text was updated successfully, but these errors were encountered:
AFAIK, AMD is focused on the fatnode and Bvh2, so some code in the library is deprecated and no longer maintained... The AMD SDKs really always lacked attention. If you go with NVIDIA or Intel tech, you generally get solid documentation and feedback right away. This here looks like a graveyard...
AMD is working on new Vulkan ray tracing library, which was expected in May, I think. Now we are almost December. I get the secrecy, but we even don't know if they are working on RadeonRays at all, or it will be killed in favor of new library. AMD is very competitive when it comes to hardware, their software division however, is another story... If they are determined to go with open source (and I think this is the right choice to differentiate and catch up), why the attitude here? Of course, there are bigger games going on behind the scene, but still... I have the feeling that AMD generally doesn't like other developers much...
HLBVH works only with default scene (CornellBox).
my test scene "cubes" (link below) works with "BVH" (which is default), but not rendered anything with "HLBVH". just black screen.
scene (24k triangles) "cubes"
https://yadi.sk/d/fAUWN86OcBby4A
so, is this problem could be solved ?
and HLBVH in RadeonRays_SDK is the oldest version which is very bad build performance (7x slower) instead "Simpler and Faster HLBVH with Work Queues".
https://research.nvidia.com/sites/default/files/pubs/2011-08_Simpler-and-Faster/main.pdf
your version is first HLBVH version
https://research.nvidia.com/sites/default/files/pubs/2010-06_HLBVH-Hierarchical-LBVH/HLBVH-final.pdf
and now nVidia use TrBVH as I know.
so, I regretted taking amd videocards - it's good for gaming (which I'm not), but very bad for experimental with dynamic ray tracing, because all SDK's are too raw.
see what happens next with DXR and Vulcan Raytracing.
The text was updated successfully, but these errors were encountered: