DirectX Raytracing (DXR) is a new feature in DirectX 12 that opens the door to a new class of real-time graphics techniques for games. We were thrilled to join Microsoft onstage for the announcement, which we followed with a presentation of our own work in developing practical real-time applications for this exciting new tech.
Accurate real-time reflections with DirectX Raytracing
Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods. For the past few months, we’ve been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges. While much of our presentation went deep into the math for our solution, I would like to show you some examples of our new technique in action.
With DirectX Raytracing we can produce reflections of objects that exist outside the main camera view.
Using DXR we can produce accurate, perspective-correct reflections on all surfaces in real-time.
Practical real-time raytracing for games
Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games. With modern GPUs, it’s now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques.
Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.
We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API. I am happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.