Hacker News new | past | comments | ask | show | jobs | submit login

> Raytracing is an extension on Vulkan.

Not technically wrong, but an incomplete picture. The way that engine renderers are organized right now does not lend them well to raytracing. The Vulkan extension we're talking about requires you to set up completely separate pipelines, use different kinds of dispatches, and different shaders. Very little is compatible, and most "ray-traced" are bodged in there in a weird way -- they're mostly used for single-bounce specular AA, as we only have a very small ray budget.




I was pointing that out because the other user seemed to think I was talking about a non-accelerated renderer. However, to access RT hardware and compute capabilities you need Vulkan nevertheless (or the non-portable ways that I guess Godot wants to avoid).

My original post was precisely about focusing on such a full RT renderer (via Vulkan). I am not an expert, so it may be a dumb idea, but it would be nice to have a FOSS production-quality renderer by the time full RT becomes a thing for more and more games.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: