Microsoft's DirectX Raytracing Trick Could Slash VRAM Use By Up To 90%

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There are some performance challenges in computing that exist because the workload is just that heavy, and ray-tracing is one of them. You can tackle something like this in two different ways: either build a bigger and badder processor to handle it, or optimize the algorithm to reduce the amount of work. NVIDIA did the latter with its RTX Mega Geometry tech, and now Microsoft is bringing those gains to the larger DirectX ecosystem in what it calls "the most significant update to DXR since its debut in 2018."

DXR is of course DirectX Ray-tracing, and it's the API that underpins nearly all games that use ray-traced graphics features. DXR has regularly benefitted from new technologies developed by hardware vendors—primarily NVIDIA, unsurprisingly. This story is the same as before, where specific technologies that NVIDIA packages under the name "RTX Mega Geometry" are being standardized in the DXR API...

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