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Nvidia OptiX is part of Nvidia DesignWorks. OptiX is a high-level, or "to-the-algorithm" API, meaning that it is designed to encapsulate the entire algorithm of which ray tracing is a part, not just the ray tracing itself. This is meant to allow the OptiX engine to execute the larger algorithm without application-side changes.
Nvidia explains ray tracing in a video released Thursday, just in time for a new driver for GeForce GTX GPUs and new demos demonstrating the technology, according to a press release. The explainer ...
Nvidia OptiX (OptiX Application Acceleration Engine) is a ray tracing API that was first developed around 2009. [1] The computations are offloaded to the GPUs through either the low-level or the high-level API introduced with CUDA. CUDA is only available for Nvidia's graphics products. Nvidia OptiX is part of Nvidia GameWorks. OptiX is a high ...
New HLSL shaders, ray-generation, closest-hit, any hit, and miss, that are used describe computationally what DXR is doing when rendering raytracing. These shaders utilize the TraceRay function in HLSL to trace rays in the environment. When the ray interacts with the generated plane it can call on one of many selected hit or miss shaders.
Quake II RTX is far from the last game to receive an NVIDIA ray tracing upgrade. DSOG has discovered that NVIDIA is hiring a producer for its Lightspeed Studios unit to lead work on a "game ...
NVIDIA spent the past two years selling the idea of real-time ray tracing. And I mean, really selling it. There was the slick Star Wars demo that showed where the technology could lead.
For example, for the game Alan Wake 2 in 4K resolution at the highest graphics settings with ray tracing enabled, the use of DLSS in Performance mode is recommended even with current-generation high-end graphics cards such as the Nvidia GeForce RTX 4080 in order to achieve 60 fps. [35]
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