Unity HDRP Ray-Tracing on cloud based Virtual Machines ... (Windows 10 with GPU)

I am trying to figure out a way to run HDRP Ray-Tracing in the Cloud. Microsoft Azure seems to have a way to deploy Windows 10 with Nvidia GPU’s. But the naming of those Nvidia series is not consistent with Unity Ray-Tracing requirements.

Microsoft Azure - Virtual machine sizes overview - Azure Virtual Machines | Microsoft Learn

Unity - Getting started with ray tracing | High Definition RP | 11.0.0

Any pointers / tips to reconcile this ?.

Is this approach the only one ?. Is there a better way to get “elastic computing” via GPU’s for Unity Ray Tracing /. Are there better solutions in “Nvidia” ?. Nvidia’s “geforce-now” seems promising but is un-available in my geography (i.e India).

AWS does’nt even seem to offer “Windows 10” with GPU’s. (very strange for the market leader in cloud computing).

Still trying to figure out “Google Cloud” and other cloud providers. But given Microsoft & Unity’s strong partnership (usage of dotnet etc), It should have been much more easier to fire up a “Windows 10” VM with suitable GPU’s and perform ray-tracing. Would have been nice for Unity to provide a clean/simple example as they do with “templates”.

Trying to figure out if Unity runs on Windows server with DX12 support.

System requirements for Unity are vague wrt “server” support.

Under “server” a desktop OS “windows 10” is listed. Obvious choices such as “Windows Server 2019” etc are not listed. Request Unity to clarify.

Regards
/rk

HDRP + Ray Tracing is so mind blowing. Seems to me Unity should have created cloud support for this. Just like cloud support for build. Showcasing all the power of HDRP + RayTracing and help evolve opportunities in AEC, eCommerce …

Can the Gods at Unity pls respond ?

Regards
/rk