@thomasfuchs real time ray tracing is a challenge even to this day iirc
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saxnot :trans_flag: :clippy: (saxnot@chaos.social)'s status on Thursday, 18-Sep-2025 07:28:15 JST
saxnot :trans_flag: :clippy:
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Ian Z (soviut@hachyderm.io)'s status on Thursday, 18-Sep-2025 09:07:35 JST
Ian Z
@thomasfuchs @saxnot 20 years is a major exaggeration. Real time hardware ray tracing has only existed in GPUs for 6 years if you're counting the RTX series and those are dedicated graphics cards.
While this isn't necessarily ray tracing, it's still a physically based shader pipeline. From a technology perspective, that's pretty impressive to have in your GUI compositor in an OS.
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Ian Z (soviut@hachyderm.io)'s status on Thursday, 18-Sep-2025 11:52:18 JST
Ian Z
@thomasfuchs @saxnot I know what ray tracing is. I'm saying that real time ray tracing hasn't been commercially available until very recently, and at great expense.
The Quake Wars demo ran extremely slow on the fastest hardware of the time and was, ironically, CPU bound. It wasn't hardware accelerated.
These were all bespoke implementations, not "general features" of GPUs at the time.
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