When can we expect DX12U support?
Since Playstation and XBox both run AMD gpu’s, it stands to reason then if we can get it, then we can use AMD cards for Unity raytracing, right?
Currently seems Unity is only using DX12, not DX12U. Or is that not the issue at all, the issue is Unity decided to use RT cores in their current raytracing implementation, which is useless for AMD’s lates RDNA 2 architecture?
I can confirm the Ray Tracing does in fact work with AMD RX 6800XT.
Really the only problems I face at all with the RT is the Global Illumination, it’s unbearable in terms of performance no matter what settings I set as it’s all going directly to the CPU for some reason. (It works fine at 1080P, but doing 2K resolution it horrendous). CPU is in a constant bogging state of 20-40 Milliseconds on the lowest of the lowest GI settings.
Reflections and AO I haven’t had any problems with at all and work as I’d expect.
But honestly i’ve never heard of DX12U, i’ll look this up now.
But yeah the realtime GI is horrendous, I finally just had to turn it off and bake the GI, which I hate doing.
You’re then baking with Unity’s native solution right? Since Bakery apparently only works with NVidia cards also…
But generally good news that Raytracing works on the 6800 XT. Would be awesome get get some kind of comparision between that and a 3080 Ti for example…(in context of Unity Raytracing)
Yeah it works. Also use Indirect Lighting post effect and crank up the first value to as high as you’d like.
Ray Tracing has me spoiled, so I went back to realtime RT GI lol. For some reason things are being more efficient randomly, not sure what I did (wasn’t touching the post effects), was messing around with the scene and now things are better lol.
I even made a mirror room with recursive rendering, looks pretty dope lol.
This entire time I was oblivious to how Dynamic Resolution worked. I always thought it was automatic lol (That’s what I get from lack of research). But with the example at - Unity - Manual: Dynamic resolution
At 2K Resolution I’m getting around 160FPS at the lowest setting on that example (granted the volume lights look like trash), but it at least makes things useable for the really hard performance hit areas with the RT if needed.
Yeah I’d try again @AcidArrow But also keep in mind Ray Tracing doesn’t work with Terrain currently (I believe it’s in development to work with it), so that might have been why it didn’t work for you maybe?