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Kayant

The Fallen
Oct 25, 2017
759
Source
Accelerating The Real-Time Ray Tracing Ecosystem: DXR For GeForce RTX and GeForce GTX


From engine updates to exciting games to developer tools, NVIDIA and its partners are making a number of ray tracing announcements at GDC 2019 to drive the ecosystem forward around this exciting new technology.

For decades, NVIDIA has been working towards the dream of real-time videogame ray tracing. It required millions of hours of research and development, focusing on everything from GPU hardware and software, to updated APIs and game engines, to development tools and denoisers. In 2018, all that hard work came to fruition with the launch of GeForce RTX GPUs, the world's first consumer graphics cards with dedicated RT Core ray tracing hardware, enabling realistic ray-traced effects to run in real-time in high-fidelity and at high resolutions.

In the time since, our software and developer teams have kept working, allowing us to optimize our ray tracing technology, make new software advancements, and help developers further accelerate ray tracing performance in games. Because of this work, we have dramatically sped up ray tracing performance for GeForce RTX GPUs, and can now enable DirectX Raytracing ( DXR ) on GeForce GTX 1060 6GB and higher graphics cards via a Game Ready Driver update, expected in April.

The much larger install base of RT-capable GPUs will fuel developer adoption of ray tracing technology, bringing more games for both GeForce RTX and GeForce GTX users to experience. GeForce GTX gamers will have an opportunity to use ray tracing at lower RT quality settings and resolutions, while GeForce RTX users will experience up to 2-3x faster performance thanks to the dedicated RT Cores on their GPUs, enabling the use of higher-quality settings and resolutions at higher framerates.


Breaking Down Ray Tracing Performance

Ray tracing introduces several new workloads for the GPU to perform. The first is determining which triangle in the game scene a ray will intersect. A computationally-intensive technique called Bounding Volume Hierarchy, or BVH, is used to calculate this. After the rays are calculated, a denoising algorithm is applied to improve the visual quality of the resulting image, so that fewer total rays can be cast, allowing the process to be possible in real-time.

geforce-rtx-gtx-dxr-introduces-new-workloads.png

RT Cores on GeForce RTX GPUs provide dedicated hardware to accelerate BVH and ray / triangle intersection calculations, dramatically accelerating ray tracing. On GeForce GTX hardware, these calculations are performed on the shader cores, a resource shared with many other graphics functions of the GPU.

The Turing architecture that GeForce RTX GPUs use was designed from the start for DXR -type workloads. Pascal, on the other hand, was launched in 2016 and was designed for DirectX 12.

geforce-rtx-gtx-dxr-turing-designed-for-dxr.png


To see what this means in practice, let's examine one frame of gameplay from Metro Exodus, which features ray traced global illumination:

geforce-rtx-gtx-dxr-one-metro-exodus-frame-850px.png


The graphs look at GPU utilization on Pascal, Turing with RT cores disabled (via a special software setting to show GeForce RTX 2080 performance without the use of RT Cores), and Turing with RT cores and DLSS enabled.

On Pascal-architecture GPUs we see that ray tracing and all other graphics rendering tasks are handled by FP32 Pascal shader cores. This takes longer to perform, translating to a lower FPS.

The Turing architecture introduced INT32 Cores that operate simultaneously alongside FP32 Cores. These are found on GeForce RTX graphics cards, and GeForce GTX 1660 Ti and GTX 1660 graphics cards, helping dramatically reduce frame time.

When we enable the dedicated RT Cores on GeForce RTX GPUs, a substantial load is lifted from the shader cores, further improving performance. And when we examine just the ray tracing subset of the graphics workload, RTX 2080 is upwards of 10x faster.

geforce-rtx-gtx-dxr-metro-exodus-rtx-rt-core-dlss-frame-expanded-850px.png


When we factor in DLSS, an AI-accelerated technology powered by Turing's Tensor Cores, Metro Exodus' framerate is roughly 3x faster on the GeForce RTX 2080 than on the fastest Pascal-architecture consumer graphics card, GeForce GTX 1080 Ti.

geforce-rtx-gtx-dxr-two-families-of-turing-850px.png


Below you can see performance across several ray tracing titles, run on Pascal (GTX 1080 Ti) and Turing (RTX 2080) at maximum in-game quality and ray tracing settings, at 2560x1440. The charts show the gains in FPS broken down by each component of the Turing architecture -- shader core improvements such as Concurrent Floating Point and Integer Operations, RT Cores, and Tensor Cores (DLSS). And to show RTX 2080 performance both with and without RT Cores we've used special software settings.

geforce-rtx-gtx-dxr-metro-exodus-performancev.png


Metro Exodus uses real-time ray-traced global illumination to render dynamic scenes with more-realistic indirect lighting that updates in real-time as lighting changes and events occur in the game world. In other words, the light bounces naturally, illuminating and brightening surrounding detail. And if the sun moves or window shades open, the room's lighting realistically changes, presenting the room in an entirely new light.

This process requires a ray be cast for each pixel, making ray-traced global illumination far more performance-intensive than the rendering of simpler effects, such as limited ray-traced reflections. In this case, RT cores provide a big boost, with RTX 2080 performing up to 3x faster than GTX 1080 Ti.

geforce-rtx-gtx-dxr-shadow-of-the-tomb-raider-performance-850px.png


Shadow of the Tomb Raider is implementing ray-traced shadows in an upcoming patch, enhancing existing shadows, and introducing new, immersive, real-time shadows that are beyond the capabilities of traditional rasterization techniques. In this instance, RTX 2080 performs up to 2x faster than GTX 1080 Ti.

geforce-rtx-gtx-dxr-battlefield-v-performance-850px.png


BattlefieldTM V's DXR reflections are applied exclusively to reflective surfaces, such as water, glass, mirrors, and metal. By using this approach, fewer rays are needed, enabling faster performance across GPUs.

geforce-rtx-gtx-dxr-port-royal-performance-850px.png


3DMark Port Royal employs ray tracing for both reflections and shadows. Its use of ray tracing for multiple effects places a significantly-heavier RT workload on the GPU, necessitating the use of RT Cores to run the benchmark at over 30 FPS.

As seen from the charts above, ray tracing performance varies from game to game and effect to effect. In Battlefield V, ray traced reflections are computationally less demanding than the global illumination effects in Metro Exodus and shadow effects in Shadow of the Tomb Raider. If a game utilizes multiple ray tracing effects, as in Atomic Heart and 3DMark Port Royal, specialized RT Cores result in larger performance benefits.

Driver Support for GeForce GTX: Coming Soon

When DXR is enabled by a Game Ready Driver, targeted for April, the supported GeForce GTX graphics cards will work without game updates because ray-traced games are built on DirectX 12's DirectX Raytracing API, DXR. This industry standard API uses compute-like ray tracing workloads that are compatible with both dedicated hardware units, such as the RT Cores, and the GPU's general purpose shader cores.

geforce-rtx-gtx-dxr-supported-gpus-march-2019-850px.png


Laptops with equivalent Pascal and Turing GPUs will also be enabled

Note that only GeForce GTX GPUs with sufficient performance and memory for basic ray tracing capabilities are being enabled by the update, as without specialized hardware such as the RT Cores, ray tracing workloads run concurrently with all other graphics rendering tasks, putting substantial load on the GPU.

Real-time ray tracing has reinvented graphics. And now, engine support is available in Unreal Engine and Unity, exciting content is shipping, several announcements are being made at this week's GDC, and there's far more in the works; the momentum around real-time ray tracing continues to grow.

Stay tuned to GeForce.com for news of the driver's release, check out our other GDC 2019 articles for more gaming announcements, and if you have questions and feedback, please provide it here and it will be routed to our team.
 

Dictator

Digital Foundry
Verified
Oct 26, 2017
4,930
Berlin, 'SCHLAND
Official NV link
So basically you will be able to play battlefield V and Metro Exodus with Ray Tracing effects on soon with a GTX 1050, 1060, 1070, 1080, 1080Ti, etc.

Official NV performance "numbers"
geforce-rtx-gtx-dxr-metro-exodus-performance.png

geforce-rtx-gtx-dxr-shadow-of-the-tomb-raider-performance.png

geforce-rtx-gtx-dxr-battlefield-v-performance.png
 
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JeffGubb

Giant Bomb
Verified
Oct 25, 2017
842
Nvidia said during the prebrief that:
Basically, Battlefield V-style RTX (reflections and shadows) will work well on powerful Pascal cards. Metro Exodus/Quake II VKPT (global illumination) will be butt.
 
Nov 8, 2017
13,095
Wow. Excited to try it in Metro on my 1070.

That'll be rough I reckon. If a game has been designed with a specific render budget in mind, and RT core acceleration was the basis of that calculation, then lacking RT cores will mean bad performance. Something like the Crytek demo (Which looked rougher than RTX stuff) that can run on Vega 56 by comparison will probably run fine, since the big boost from RT cores is just gravy on top.
 
Oct 25, 2017
1,760
Gonna be interesting to see just how much RT-specific hardware helps speed up the process in tests conducted by third parties.
 

Dictator

Digital Foundry
Verified
Oct 26, 2017
4,930
Berlin, 'SCHLAND
The DLSS part of the graph is some pretty basic "NV lulz", but that bit about Turing vs. Pascal by turning on and off the RT core is FASCINATING. Everyone should really read the blog they posted.
 

Theswweet

RPG Site
Verified
Oct 25, 2017
6,404
California
Between this and the CryEngine thing running on a Vega 56 the other day, looks like RT cores weren't quite as important for ray-tracing as we might've been led to believe.
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
That's a really interesting slide:

geforce-rtx-gtx-dxr-one-metro-exodus-frame-850px.png


Presumably the almost unchanged (save for general speedup with DLSS due to lower resolution) FP32 load in the beginning is normal rasterization.
 

ABK281

Member
Apr 5, 2018
3,001
Wow. Excited to try it in Metro on my 1070.
I wouldn't expect a playable framerate in Metro on a 1070 given where they put a 1080ti at on that "graph". I guess you'll at least be able to try it out to see the visuals but it seems like it will be a near slideshow even at 1080p and lowered settings. Though they are using the ultra RT on there which seems especially pointless on a non-RTX card so I guess we'll see.
 

Paul

Banned
Oct 27, 2017
2,603
I got 2080Ti and this news pleases me greatly, because more support will hopefully mean more adoption and RTX is awesome. Difference in Metro is staggering.

And it's not like the RT cores are useless. They will still give me the performance I need.
 
OP
OP
Kayant

Kayant

The Fallen
Oct 25, 2017
759
Nvidia said during the prebrief that:
Basically, Battlefield V-style RTX (reflections and shadows) will work well on powerful Pascal cards. Metro Exodus/Quake II VKPT (global illumination) will be butt.
Interesting i guess that makes sense given those are only a subset of things being done within GI so more grunt via RT cores are needed for decide performance.
Still this is great for overall adaption for Realtime raytracing moving forward combines with things like the crytek announcement last week.
 

LordRuyn

Member
Oct 29, 2017
3,909
This makes me even more glad for getting my 1080 Ti instead of a 2080. Is there an ETA on when this will be available?
 
Oct 29, 2017
13,478

Arc

The Fallen
Oct 25, 2017
4,507
So nvidia was bullshitting us all along just like with GSync? Shocking. So much for those "RTX cores".
 
Oct 25, 2017
1,760
Not gaming, so a much more tasking implementation than real time, but Otoy's Octane Render has been teasing a new benchmark of their renderer that takes advantage of RT cores and it is a x2.5 to x2.8 increase.
https://render.otoy.com/forum/viewtopic.php?f=7&t=70705

Nice. Thanks for that!

So nvidia was bullshitting us all along just like with GSync? Shocking. So much for those "RTX cores".

Hahaha! Good one!
 

Dictator

Digital Foundry
Verified
Oct 26, 2017
4,930
Berlin, 'SCHLAND
So nvidia was bullshitting us all along just like with GSync? Shocking. So much for those "RTX cores".
Between this and the CryEngine thing running on a Vega 56 the other day, looks like RT cores weren't quite as important for ray-tracing as we might've been led to believe.
I would hold out on such statements. I very much so doubt they are "unimportant" as tests with Titan V and ray traced games have shown.
 

VFX_Veteran

Banned
Nov 11, 2017
1,003
That'll be rough I reckon. If a game has been designed with a specific render budget in mind, and RT core acceleration was the basis of that calculation, then lacking RT cores will mean bad performance. Something like the Crytek demo (Which looked rougher than RTX stuff) that can run on Vega 56 by comparison will probably run fine, since the big boost from RT cores is just gravy on top.

I agree to disagree.

RTX 2080Ti running Metro is pretty damn good but not consistent @4k. Turning down the sampling by 0.5x really isn't worth turning it on as the game looks crazy ugly with an inaccurate approximation. Forcing the Pascal cores to RT will probably be unplayable at the acceptable settings. That performance graph shows orders of magnitude slower. Below 30FPS average?

BFV's Frostbite engine is a mess. I can't get it above 30FPS at all with Ultra settings @ 4k. 4A Engine is definitely well optimized in general. Hats off to those guys because I'm not seeing GI/AO in another game that runs this good for awhile IMO.
 

elenarie

Game Developer
Verified
Jun 10, 2018
9,796
In the time since, our software and developer teams have kept working, allowing us to optimize our ray tracing technology, make new software advancements, and help developers further accelerate ray tracing performance in games. Because of this work, we have dramatically sped up ray tracing performance for GeForce RTX GPUs, and can now enable DirectX Raytracing ( DXR ) on GeForce GTX 1060 6GB and higher graphics cards via a Game Ready Driver update, expected in April.

Exciting stuff! :)
 

pulsemyne

Member
Oct 30, 2017
2,635
What this basically is is an advert for those with Pascal cards. It's to show them how good RTX stuff can look but also shows them that their cards cannot run them well and they need an upgrade.
 

scitek

Member
Oct 27, 2017
10,054
I wouldn't expect a playable framerate in Metro on a 1070 given where they put a 1080ti at on that "graph". I guess you'll at least be able to try it out to see the visuals but it seems like it will be a near slideshow even at 1080p and lowered settings. Though they are using the ultra RT on there which seems especially pointless on a non-RTX card so I guess we'll see.
You might be able to get a locked 30fps at 1080p with RT set to high on a 1070. I think it's worth playing like that, if so. RT just makes a massive difference in the game's mood IMO.
 
Oct 25, 2017
1,760
My God, are these "RT cores are the dumb" comments for real? I mean, tech demos and Pascal cards running Metro at 18fps or whatever are not the proof you're looking for and, imo, you just sound foolish. We already knew dedicated hardware wasn't the only way to go.
 

mario_O

Member
Nov 15, 2017
2,755
Looking at the performance of the 1080Ti makes you wonder why would they do this. I suppose some people will try it out of curiosity to never use it again.
 

Veliladon

Member
Oct 27, 2017
5,557
It's just exposing Pascal to DXR and doing the heavy lifting in shader instead of accelerated. It's the CPU rendering of ray tracing.
 

Arc

The Fallen
Oct 25, 2017
4,507
I would hold out on such statements. I very much so doubt they are "unimportant" as tests with Titan V and ray traced games have shown.

Sure, that's fair. But nvidia basically told us, just like with gsync, that the hardware was needed. Both of these things turned out to be not true.
 

Durante

Dark Souls Man
Member
Oct 24, 2017
5,074
Sure, that's fair. But nvidia basically told us, just like with gsync, that the hardware was needed. Both of these things turned out to be not true.
That's stupid.

By that logic you don't need a GPU at all -- a CPU can do everything a GPU can do after all!