Microsoft's DirectX update could slash ray tracing memory by up to 90 percent
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What we know so far: Plenty of ray-traced games still bounce light off cheaper, low-detail copies of their scenery rather than the models players actually see on screen. That's mostly because rebuilding the GPU's ray tracing data for every swaying tree and moving character each frame simply takes too long. A new DirectX feature currently in preview aims to fix that. It could also free up a big chunk of the video memory ray tracing currently eats.
Microsoft detailed Clustered Geometry and a companion feature called Partitioned TLAS on its DirectX developer blog this week, describing the pair as the biggest change to DirectX Raytracing since the API arrived in 2018.
Right now, any time a mesh deforms or streams in at a new level of detail, the GPU has to rebuild that...
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