AMD Demonstrates a Ray-Tracing Method Designed to Use Far Less VRAM
Quick Report
AMD has demonstrated a ray-tracing technique designed to cut graphics memory requirements dramatically, with reported reductions reaching as much as 47 times in suitable workloads. The approach targets one of the main costs of modern ray-traced rendering: the large data structures required to trace and update scenes.
Lower memory use could make advanced lighting effects more practical on GPUs with modest VRAM capacities. It may also reduce the pressure on memory bandwidth and improve the scalability of ray tracing as game scenes become larger and more detailed.
The headline figure will depend heavily on the scene, implementation, and comparison method, so it should not be treated as a universal gaming performance guarantee. Even so, the work shows why rendering efficiency can matter as much as adding more compute units when developers want to bring cinematic lighting to a wider range of graphics cards.
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Source(s)
- TPU