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Microsoft Patents Resource-Based Ray Tracing, Promises Less Strain on GPU VRAM

Now compare to GamePass: you're diving headfirst into the black box of manipulative practices to keep you subbed to a service. Of course it employs every trick in the filthy book of dark patterns and commerce to keep you attached.

Sorry for the thread derail, but Adobe is 10x worse. Just want to vent about them. Carry on.

To keep my post on topic, 75% of the time I was subbed to gamepass, I used my MS reward points. That was about 2 years ago. They've since made it much harder to get enough points to get Gamepass for free and I have unsubbed.
 
This also applies to games purchased in MS store, not only gamepass.

If they would be so focused on sharing they would have released this as an open standard.
They're sharing on Windows, let's keep that in mind :)
You won't catch me saying MS is all for sharing... unless it relates to Azure :P

Rather MS is 'assuming control', the first step was DX12 Ultimate (come, come, we have RT!). Nvidia is cornered here: Windows is their primary gateway to selling discrete gaming GPUs. The next step is forcing universal support on their OS. Net result? Windows just got more relevant, Nvidia starts to lose its unique market position, and with that, RT gets more mainstream, solving the chicken/egg problem.
 

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I wonder if this means that their RT API will finally be on par with Sony's RT API.

There's a DF video comparing the 6700 to the PS5 (as they are roughly the same gpu), and the RT performance difference is staggering.
VulkanRT also seems to perform better than DirectX, though it seems to use more vram. (Source: https://forums.developer.nvidia.com/t/ray-tracing-performance-in-optix-vs-vulkan-dxr/260558)
Doesn't that have more to do with the higher clock speeds of PS5?
 
From what I read, the plan isn't just to lower the impact on the VRAM, but on every type of memory used for rendering. The patent wording seems to imply that Ram and NAND are already involved in the current Ray tracing implementation, and this new tech is going to reduce the memory strain as a whole
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It certainly includes nand memory in the model. The explanation is very broad and repetitive, it doesn't sound like something that will be applied to PC games, it mentions that ASICS could be integrated into the system. it sounds more like something that could be integrated into consoles with specialized hardware.
 
Doesn't that have more to do with the higher clock speeds of PS5?
I don't know, they performed roughly on par in most other scenarios, trading blows in the odd case (like Hitman).
But the RT Difference was big enough that the 6700 positioned itself alongside the 4060, even beating it a bit.
 
This also applies to games purchased in MS store, not only gamepass.

If they would be so focused on sharing they would have released this as an open standard.
Just think of game pass/MS store as playing on a console. It's the same ecosystem as the Xbox: Monster Hunter rise on Steam only connect you to steam players, on Game Pass you'll only be able play with Xbox players.

MS prob isn't too keen on people trying out a game on Game Pass, then potentially buying it for a better price elsewhere once the game isn't part of the rotation. You started in the store; you stay in the store.

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It certainly includes nand memory in the model. The explanation is very broad and repetitive, it doesn't sound like something that will be applied to PC games, it mentions that ASICS could be integrated into the system. it sounds more like something that could be integrated into consoles with specialized hardware.
Yhea, it seems that this is going to be a broad implementation of the tech, beyond the realm of gaming. Maxon Redshift for example use DXR for one of their rendering modes, that new technology might also be used there. I still find it funny that they bothered to mention tape and optical memory :D
 
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