Big "open-source" achievements aren't too common for NVIDIA or Microsoft much less together, but thanks to their open-source work on the DXC DirectXCompiler it's possible to easily convert HLSL DXR shaders to SPIR-V for Vulkan.
A more detailed post from Nvidia: https://devblogs.nvidia.com/bringing-hlsl-ray-tracing-to-vulkan/
I'm quite surprized that Microsoft open-sourced their DirectXCompiler and that it lets developers to support both Vulkan and DirectX with one HLSL codebase, let alone allowing (now thanks to Nvidia) translating DXR into Vulkan (more precisely to their NVIDIA VKRay Vulkan vendor extension, but once Vulkan will support cross-vendor ray-tracing this will hugely help nonetheless).
Vulkan supports way more platforms than DirectX (Linux, consoles, Android, ...), meaning that this is good news for everyone that are happy to see more artificial barriers being torn down.
I'm adding an image from the khronos group to those like myself that were unaware that such awesome tools existed:
HLSL as a First Class Vulkan Shading Language
HLSL support in Vulkan has come a long way since its introduction. Over the past couple of years HLSL in Vulkan has made amazing strides to hit a critical maturation point and earned the coveted label of production ready. HLSL in Vulkan has been achieved through integrating a SPIR-V backend into...
www.khronos.org
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