Futuremark showcases DirectX Raytracing - Promises new Benchmark

How long will it be before Raytracing becomes common in games?

Futuremark showcases DirectX Raytracing - promises new benchmark

Futuremark showcases DirectX Raytracing - Promises new Benchmark

Futuremark isn't your typical developer, a company who is primarily known for their industry standard benchmarking tool with an in-depth knowledge of hardware which is almost unmatched within the industry. 

When a new development tool is released you know Futuremark will be there at the forefront, whether it is DirectX 12, the introduction of Async Compute, showcasing mixed-precision compute (AMD/Radeon Rapid Packed Math) and now DXR, DirectX Ray Tracing. 

DXR adds Raytracing to DirectX 12's repertoire, opening up the possibility of new real-time rendering techniques, simulating light to create more detailed reflections and shadows than ever before. Ray Tracing is commonly used in high-detail rendered images, as seen in many animated feature films, though before now the technique was considered too computationally intensive for real-time applications.  

Futuremark has confirmed that they have been working with Microsoft on DXR for the past few months, combining Raytracing with existing graphical techniques to offer increased graphical detail while reducing remaining computationally feasible. Below is a video which showcases what is possible with Raytracing, albeit in an early form.  


When compared to standard screenspace effects, Raytracing can provide shadows for content which is outside of screen-space, creating a more accurate and visually appealing image. While screenspace reflections can look good in certain situations, their limitations can create some gnarly visual results. 

While full-on Ray Tracing would prove too much for any modern GPU for real-time rendering, Futuremark's combined Raytracing/Rasterisation model used today's Rasterisation techniques for the bulk of the work and relies on Ray Tracing to enhance shadows, reflections and lighting. 

DirectX Raytracing example 1

Futuremark has pledged to create a new DXR enabled benchmarking tool later this year, with DXR being functional for all DirectX 12 compatible GPUs, though hardware acceleration techniques will have to be developed before these techniques can receive widespread use. Nvidia's Titan V Volta GPU already has this n the form of Nvidia RTX technology, though at this time AMD has not discussed DXR in great detail. 

DirectX Raytracing example 1


You can join the discussion on Futuremark's work with DirectX Raytracing on the OC3D Forums

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Most Recent Comments

21-03-2018, 07:50:15

Now al we need is capable cards *shifty eyes*

Good they're implementing it of courseQuote

21-03-2018, 12:40:59

I think that even though we had DX12 and Vulkan for a while, it was just the optimization of DX11. It is now and with this next gen of GPUs that we will see true potential of low level API.Quote

21-03-2018, 16:15:37

Originally Posted by TheF34RChannel View Post
Now al we need is capable cards *shifty eyes*

Good they're implementing it of course
I have already got some.Quote

22-03-2018, 14:43:31

Originally Posted by Kaapstad View Post
I have already got some.
Notice people how a TitanV is the only card on the market that supports Ray Tracing... And Kaap here says he already has "some" lolQuote

22-03-2018, 17:25:31

Originally Posted by NeverBackDown View Post
Notice people how a TitanV is the only card on the market that supports Ray Tracing... And Kaap here says he already has "some" lol
Pretty neat eh!Quote

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