RayTracingInVulkan
clray
RayTracingInVulkan | clray | |
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16 | 1 | |
1,128 | 3 | |
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5.0 | 10.0 | |
7 days ago | over 8 years ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 only |
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RayTracingInVulkan
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AMDVLK Release v-2023.Q2.2
on raw tests AMDVLK is about 100% faster than RADV like this one
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RADV RayTracing on RDNA 2 doesn't work
This Vulkan RayTracing Test also only runs with AMDVLK
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Anyone having better luck with the Intel Arc A750/770? It seems only Vulkan games are working well.
I did some more testing in regards to raytracing on Linux/Vulkan and could get this benchmark to run (albeit horribly slow) with the Arc 750
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Doom Eternal : Ray traycing on RX5600XT
Oh sorry. That's nice! The only RT stuff that worked nicely for me (except FPS, offcourse) was this: https://github.com/GPSnoopy/RayTracingInVulkan
- How do we write a ray tracer in opengl?
- Valve announces the Steam Deck
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Vulkan not enabled for my graphics card, can anyone help?
Have you tried testing it? Here is a benchmark someone created.
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Vulkan Ray Tracing: Blocky edges when there is another object behind
Reminds me of this bug caused by missing "non-uniform" hints: https://github.com/GPSnoopy/RayTracingInVulkan/issues/36
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Cyberpunk 2077 Ray Tracing Performance: NVIDIA 60% to 80% faster!
The man himself admitted he started celebrating way too early. Just look at the github issue: https://github.com/GPSnoopy/RayTracingInVulkan/issues/28
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[Hardware Unboxed] Don't Buy GeForce? Are We Testing GPUs Wrong? Nvidia Driver Overhead Discussion
With xbox and PS5 using AMDs ray tracing architecture, it would be dumb for devs to not optimize for AMD. 22% improvement with basically a code line swap. https://github.com/GPSnoopy/RayTracingInVulkan/issues/28#issuecomment-792966138
clray
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How do we write a ray tracer in opengl?
But this is all very awkward and pointless. Pixel shaders are not designed for that, and textures are not ideal for passing such information to the GPU. Ideally, you would use OpenGL compute shaders, or any other GPU compute API, and pass your geometry in "buffers". I've written a polygon mesh raytracer like that in OpenCL once upon a time: https://github.com/jtsiomb/clray
What are some alternatives?
vulkan-compute-ray-tracing - Interactive ray tracer made with Vulkan compute shader.
manta-ray - An open source physically based renderer.
RayTracer - Ray Tracer in C++ with openGL.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
dxvk - Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
Lift - Vulkan Path Tracer with Optix Denoiser integration
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
vk-sandbox - A minimal Vulkan application using C++ and Dear ImGui
AMDVLK - AMD Open Source Driver For Vulkan