• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.

Khronos Releases Vulkan Ray Tracing Final Specification

btarunr

Editor & Senior Moderator
Staff member
Joined
Oct 9, 2007
Messages
46,283 (7.69/day)
Location
Hyderabad, India
System Name RBMK-1000
Processor AMD Ryzen 7 5700G
Motherboard ASUS ROG Strix B450-E Gaming
Cooling DeepCool Gammax L240 V2
Memory 2x 8GB G.Skill Sniper X
Video Card(s) Palit GeForce RTX 2080 SUPER GameRock
Storage Western Digital Black NVMe 512GB
Display(s) BenQ 1440p 60 Hz 27-inch
Case Corsair Carbide 100R
Audio Device(s) ASUS SupremeFX S1220A
Power Supply Cooler Master MWE Gold 650W
Mouse ASUS ROG Strix Impact
Keyboard Gamdias Hermes E2
Software Windows 11 Pro
Today, Khronos has released the final versions of the set of Vulkan, GLSL and SPIR-V extension specifications that seamlessly integrate raytracing into the existing Vulkan framework. This is a significant milestone as it is the industry's first open, cross-vendor, cross-platform standard for raytracing acceleration - and can be deployed either using existing GPU compute or dedicated raytracing cores. Vulkan Ray Tracing will be familiar to anyone who has used DirectX Raytracing (DXR) in DirectX 12, but also introduces advanced functionality such as the ability to load balance raytracing setup operations onto the host CPU. Although raytracing will be first deployed on desktop systems, these Vulkan extensions have been designed to enable and encourage raytracing to also be deployed on mobile.

These extensions were initially released as provisional versions in March 2020. Since that time, we have received and incorporated feedback from hardware vendors and software developers, both inside Khronos and from the wider industry, but the overall shape of the API and the functionality provided are fundamentally unchanged. Thank you to all who reviewed and used the provisional extensions and especially those who provided feedback.



Today's release of the extension specifications is just the start of the rollout of Vulkan Ray Tracing. Over the coming days and weeks, additional ecosystem components such as shader toolchains and validation layers will be updated with support for raytracing functionality to ensure developers can easily use these extensions in their applications. Progress on these ecosystem updates can be tracked in GitHub. This will culminate with the release of the Vulkan SDK (1.2.162.0 or later) with Khronos Vulkan Ray Tracing support in mid-December.

The overall functionality provided by the set of Vulkan Ray Tracing extensions is unchanged since their provisional versions. The final set of extensions released today is:
Vulkan extension specifications
  • VK_KHR_acceleration_structure
  • VK_KHR_ray_tracing_pipeline
  • VK_KHR_ray_query
  • VK_KHR_pipeline_library
  • VK_KHR_deferred_host_operations
SPIR-V extensions specifications
  • SPV_KHR_ray_tracing
  • SPV_KHR_ray_query
GLSL extensions specifications
  • GLSL_EXT_ray_tracing
  • GLSL_EXT_ray_query
  • GLSL_EXT_ray_flags_primitive_culling
For more information, visit this page.

View at TechPowerUp Main Site
 
Joined
Jul 3, 2019
Messages
300 (0.17/day)
Location
Bulgaria
Processor 6700K
Motherboard M8G
Cooling D15S
Memory 16GB 3k15
Video Card(s) 2070S
Storage 850 Pro
Display(s) U2410
Case Core X2
Audio Device(s) ALC1150
Power Supply Seasonic
Mouse Razer
Keyboard Logitech
Software 21H2
Nice, let's hope for more open standards, and less closed proprietary crap.
 

bug

Joined
May 22, 2015
Messages
13,163 (4.07/day)
Processor Intel i5-12600k
Motherboard Asus H670 TUF
Cooling Arctic Freezer 34
Memory 2x16GB DDR4 3600 G.Skill Ripjaws V
Video Card(s) EVGA GTX 1060 SC
Storage 500GB Samsung 970 EVO, 500GB Samsung 850 EVO, 1TB Crucial MX300 and 2TB Crucial MX500
Display(s) Dell U3219Q + HP ZR24w
Case Raijintek Thetis
Audio Device(s) Audioquest Dragonfly Red :D
Power Supply Seasonic 620W M12
Mouse Logitech G502 Proteus Core
Keyboard G.Skill KM780R
Software Arch Linux + Win10
Nice, let's hope for more open standards, and less closed proprietary crap.
Well, this is largely based on Nvidia's proprietary "crap". Just renamed from VK_NV_xxx to VK_KHR_xxx with minor changes.

I'm glad it exists, but make no mistake, adoption will be even slower than DX12's. Porting from DXR to Vulkan RT is easy though, Nvidia built them both to be mostly alike.
 
Joined
Jul 16, 2014
Messages
8,115 (2.29/day)
Location
SE Michigan
System Name Dumbass
Processor AMD Ryzen 7800X3D
Motherboard ASUS TUF gaming B650
Cooling Artic Liquid Freezer 2 - 420mm
Memory G.Skill Sniper 32gb DDR5 6000
Video Card(s) GreenTeam 4070 ti super 16gb
Storage Samsung EVO 500gb & 1Tb, 2tb HDD, 500gb WD Black
Display(s) 1x Nixeus NX_EDG27, 2x Dell S2440L (16:9)
Case Phanteks Enthoo Primo w/8 140mm SP Fans
Audio Device(s) onboard (realtek?) - SPKRS:Logitech Z623 200w 2.1
Power Supply Corsair HX1000i
Mouse Steeseries Esports Wireless
Keyboard Corsair K100
Software windows 10 H
Benchmark Scores https://i.imgur.com/aoz3vWY.jpg?2
Nice, let's hope for more open standards, and less closed proprietary crap.

Dont get your hopes to far up. Nvidia will always release new proprietary "crap" and only after an allotted amount of time, change them to adopt to open standards later.
 
Top