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Guru3D.com » News » New UL Time Raytracing Benchmark Will Not be Time Spy

New UL Time Raytracing Benchmark Will Not be Time Spy

by Hilbert Hagedoorn on: 08/28/2018 12:41 PM | source: | 12 comment(s)
New UL Time Raytracing Benchmark Will Not be Time Spy

So there is a bit of confusion that started a day or so ago, UL (previously Futuremark) would be releasing an update to Time Spy with raytracing support. That bit of information seems to be incorrect, as it now seems it will be a new separated benchmark, we just had a reply from the designers, UL.

Multiple media are confirming or denying the Time Spy RT optimized test, however, to be sure I've just contacted UL to clear up some of the confusion. As it seems, UL is building a completely new Raytracing benchmark (thus not Time Spy or an update to it), and will release that hopefully in the very same timeframe as the RTX release from NVIDIA.

Below is the reply we received back from UL:

We are designing a new test from the ground up to use Microsoft DirectX Raytracing, which will be added to 3DMark app as an update. 

Please note that our upcoming benchmark is not a Time Spy test. Changing Time Spy in such a significant way would invalidate comparisons with previous scores, which isn’t something we want to do. The new test will produce its own benchmarking scores that will not be comparable with other tests like Time Spy and Fire Strike benchmark tests.

Unfortunately, some media misunderstood that the upcoming test is not a Time Spy test. We requested to update the story, but unfortunately, they have not done it.

We will keep you informed of our latest developments. And if there is anything else I can help you with, please let me know.

Kind regards,

UL

 







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slyphnier
Senior Member



Posts: 772
Joined: 2009-11-30

#5578782 Posted on: 08/28/2018 01:10 PM
its kinda funny for me,as its like splitting things, RayTrace is like have its own part/path
rather than global like tessellation, shaders, multi-thread etc

well i guess its because card without raytracing cores perform so bad compared to card that have dedicated raytrace (RTX)

until now raytrace been always expensive things in CG, till nvidia bringing it with turing

well i guess for sometime, raytrace will be "exclusive" till depends on how market goes
if it become common things, then it will considered a global-factor

cowie
Senior Member



Posts: 13268
Joined: 2005-03-30

#5578798 Posted on: 08/28/2018 01:29 PM
I am all for something new to the gfx benches another bench cant hurt
I think rt will be common in a few years and till someone brings something better it will catch on.

Elfa-X
Senior Member



Posts: 149
Joined: 2005-02-02

#5578827 Posted on: 08/28/2018 02:26 PM
I wish Futuremark would hire some talent. More than a decade in and their Graphics still look terrible and unoptimised.

Lane
Senior Member



Posts: 6361
Joined: 2005-02-25

#5578828 Posted on: 08/28/2018 02:28 PM
its kinda funny for me,as its like splitting things, RayTrace is like have its own part/path
rather than global like tessellation, shaders, multi-thread etc

well i guess its because card without raytracing cores perform so bad compared to card that have dedicated raytrace (RTX)

until now raytrace been always expensive things in CG, till nvidia bringing it with turing

well i guess for sometime, raytrace will be "exclusive" till depends on how market goes
if it become common things, then it will considered a global-factor

Some parts need to be packed in BVH and this way different of how are working the current engine.

Well it is really hard to compare raytracing on 3d modeling softwares and raytracing on DirectX ray tracing or RTX... first you dont render complete frames with DirectX and RTX, only shadow, reflection. It dont cover all light sources as in 3Dmodeling raytracing.. (hello architecture interior rendering)... Then ,There's not one way of doing raytracing, raytracing is a generic technical term. each engine use different allgorythm ( pathracing, bidir ) and different samplers ( metropolis, Sobol ( LuxcoreRender) etc ), different light strategy. etc etc.. It is allready really hard to compare 2 renders API on CG softwares, as many things differ ( Cycles, Luxcore,Vray, etc )

This said i will wait to see how the RT cores work and if they really speedup the renders on 3D softwares that i use ( Blender, Max, Maya, substances etc ) ..Need to see the compatibility of the engines with OptiX ..

ingeon
Member



Posts: 20
Joined: 2008-09-18

#5579362 Posted on: 08/29/2018 07:57 PM
https://www.imgtec.com/blog/gdc-2016-ray-tracing-graphics-mobile/?cn-reloaded=1

That was a rather interesting read after watching the below video.
So is the above new benchmark plain marketing for their next benchmark addon\standalone package ? Is adding ray tracing really that complex?

The article mentioned OpenGL ES extensions\Vulkan in Unity in 2016...
GDC 2016 is the perfect opportunity to preview a number of OpenGL ES extensions we’ve developed for PowerVR Wizard GPUs; these extensions enable support for real-time ray tracing on the Wizard architecture and allow developers to use the hybrid rendering techniques described in this article inside a customized version of the Unity 5 game engine




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