Khronos Announces Full RayTracing Implementation on Vulkan
Source: Geeknetic added 23rd Nov 2020
by Jordi Bercial 2 hours ago …
Khronos, the group behind the development of Vulkan, has finally launched the final specifications of the extensions Vulkan, GLSL and SPIR-V that RayTracing is integrated into this Graphics API.
As we see in the route map through Videocardz As well as the various announcements that have been made in recent months, Khronos has been working since January 2018 in the RayTracing implementation in Vulkan , so that today we have been able to see the final specifications.
Unlike NVIDIA’s proprietary RayTracing implementation, this RayTracing implementation will be compatible with all graphics cards that support the Vulkan API , regardless of whether it is a card from AMD, NVIDIA, Intel u others that may eventually appear in the graphics space for PC.
For now we can see how the specifications Finals are already decided, but it will not be until December of this year when we see the Vulkan SDK with the updated examples so that all developers around the world can start to implement the final RayTracing specifications in their games through this graphics API, which could completely destabilize the position in which they are finds NVIDIA currently with its practice exclusivity regarding this mode lighting.
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Jordi Bercial
Avid tech and electronics enthusiast. I messed around with computer components almost since I learned to ride. I started working at Geeknetic after winning a contest on their forum for writing hardware articles. Drift, mechanics and photography lover. Don’t be shy and leave a comment on my articles if you have any questions.