It’s been roughly a month since NVIDIA’s Turing architecture was revealed, and if the GeForce RTX 20-series announcement a few weeks ago has clued us in on anything, is that real time raytracing was important enough for NVIDIA to drop “GeForce GTX” for “GeForce RTX” and completely change the tenor of how they talk about gaming video cards. Since then, it’s become clear that Turing and the GeForce RTX 20-series have a lot of moving parts: RT Cores, real time raytracing, Tensor Cores, AI features (i.e. DLSS), raytracing APIs. All of it coming together for a future direction of both game development and GeForce cards.
In a significant departure from past launches, NVIDIA has broken up the embargos around the unveiling of their latest cards into two parts: architecture and performance. For the first part, today NVIDIA has finally lifted the veil on much of the Turing architecture details, and there are many. So many that there are some interesting aspects that have yet to be explained, and some that we’ll need to dig into alongside objective data. But it also gives us an opportunity to pick apart the namesake of GeForce RTX: raytracing.
While we can’t discuss real-world performance until next week, for real time ray tracing it is almost a moot point. In short, there’s no software to use with it right now. Accessing Turing’s ray tracing features requires using the DirectX Raytracing (DXR) API, NVIDIA’s OptiX engine, or the unreleased Vulkan ray tracing extensions. For use in video games, it essentially narrows down to just DXR, which has yet to be released to end-users.
The timing, however, is better than it seems. A year or so later could mean facing products that are competitive in traditional rasterization. And given NVIDIA’s traditionally strong ecosystem with developers and middleware (e.g. GameWorks), they would want to leverage high-profile games for ringing up consumer support for hybrid rendering, which is where both ray tracing and rasterization is used.