Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods.
For the past few months, FutureMark has been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges.
While much of its presentation at GDC 2018 went deep into the math for our solution, here's an example of the new technique in action.
Practical real-time raytracing for games
Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games.
With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques.
Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.
We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API.
I am happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.
Find out more
You can find more information on DirectX Raytracing on Microsoft's DirectX Developer Blog.