It looks like Microsoft will not sleep with its laundry as the saying goes, and in light of the "attack" of the Khronos and Vulkan team and its excellent launch of Ray Tracing, those in Redmond will respond with a new version of their API. A low-profile star like the DX12, now called the DX12 Ultimate.
DirectX 12 Ultimate: a step forward for integration
News of the new API API regarding Ray Tracing or described in DXR comes from its new range. We are taking DXR 1.1, an API that has always been there developed with NVIDIA, as it has apparently set aside its own called OptiX, mainly because the developers have finished using Microsoft one as it made sense.
DXR 1.1 is closely tied to the following components such as the Mesh Shader or Sampler Answer, because thanks to the new version the API allows developers to add additional resources to the existing Ray Tracing PSO.
This is thanks to the introduction of new compliant algorithms where the amount of radiation per event is determined in the same GPU timeline and not without it.
This allows direct control of the BVH algorithm for each ray path that works and also allows for a better shadow system.
Although Mesh Shaders was the launch of NVIDIA, Microsoft is back and is now backing up this feature with births in DXR 1.1 and DX 12 Ultimate. Microsoft presented it to Insider Build 20H1 and after tests showed that it said it would end with «composite«.
This is interesting, especially since we've already seen the NVIDIA approach at the time, but knowing Microsoft's approach is amazing. DirectX Mesh Shaders It also offers a series of extinction skills that Microsoft calls flexibility, which in turn adds flexibility and thus performs standard processes.
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In VRS, the new NVIDIA feature DXR 1.1 and DX 12 Ultimate are being upgraded. This is nothing more than a rendering system that uses an eye tracker, integrated with virtual reality mirrors to reduce image quality outside of the central vision field and the API.
That is, it improves the perception of where we're looking, but increases the image quality in the edges, just as it does VRS on the standard gaming screen.
Here NVIDIA has been short, ever since DirectX Sampler ResponseAlthough it is a new feature, it has only been described as a tool that allows developers to capture and record information or use sample display locations using a graphics card.
This will be done by using three key features such as Teching Space Shading, Recycling Shading and Voice Broadcasting.
These three features are not NVIDIA's thing yet, but they belong to Microsoft and its API, but now, unlike the others, they can be computed using the GPU.