-
Notifications
You must be signed in to change notification settings - Fork 474
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Inline Ray Tracing and Compute Shaders #1155
Comments
Any chance to get intersection ops and other constituent parts of the raytracing black-box into normal shaders? |
Thanks for this input - developer requests and feedback are important in helping us prioritize what we work on. As you probably know (see e.g. this comment on #686), there’s a Vulkan TSG working actively on ray tracing extensions for Vulkan, and the functionality of inline ray tracing is within the scope of what they’re looking at. While I can’t commit to a timeline or specific details, they are fairly far along in the process. If there is more you can tell us about your use cases or your experience with this functionality in DX, we’d be interested in hearing about it. |
For those wanting to play with Ray Queries, support can be found in NVIDIA's latest beta driver here: |
DirectX 12.1 (Windows 10 20H1) already added Inline Ray Tracing for other shaders stages...
I want discuss and propose to add Ray Tracing in Vulkan API Compute Shaders...
The text was updated successfully, but these errors were encountered: