DX12 Ray Tracing Tutorials
news.developer.nvidia.com
news.developer.nvidia.com
I'm sure the vast majority of it could be done from user code (CPU code & compute shaders) and it would be much more profitable for everyone if they'd expose the couple driver hooks they needed to achieve peek performance.
As it is now, it's super opaque and bundled (do you even know what kind of acceleration structure you're using ?) and seems to be going the exact opposite way that GPU programming has been going (more general & programmable).
Haven't tried it yet, but AMD has gone the open-source library way on this. I sure hope it works out well for them.
(also this seems like a nightmare for the wine people)
You'd see this in games where Nvidia would put custom code in to support individual broken games before they came out. Then consumers see that the game works on Nvidia but not on AMD and blame AMD even though they generally have the more standards compliant driver. That's sort of the whole shtick behind CUDA as well.
IMO, that's half the point of why AMD made Mantle. The layering part of the API means that consumers (and third parties like the media) can run validation layers to see if a game not working is the drivers fault or the game's.
"GPUOpen" is also heavily vendor locked much more so than Gameworks which is nearly 100% cross platform, in fact besides the SLI/VR stuff and RTX there isn't a single part of Gameworks which is proprietary.
And I'll throw out there that you can still tie code to a particular vendor while still using only the public API. I'd call AZDO a case of this.
And i know what you are talking about but both OpenGL and Vulkan support extensions but this isn't what we are really talking about.