RTX isn't necessary for this tracing!
RTX isn't necessary for this tracing!
Wargaming™ has accomplished remarkable feats, tracking rays in a game at 60FPS without relying on DXR or RT cores. They achieve this with their custom-built game engine. The "Encore" engine enables the processor to leverage Intel's Embree technology, facilitating real-time ray tracing on DX11. This means ray tracing is possible even on AMD hardware. Source: https://worldoftanks.com/en/news/general...y-tracing/
They relied mainly on RT on shadows, which means it shouldn’t be directly compared to games using RT on reflections unless the whole lighting setup is similar, such as in BF5. Still it’s impressive how they made effective use of new technology—something few developers can truly claim. Now we wonder when they’ll address their game balance issues.
It seems the tanks switch between two states—one intact and one destroyed—like a simple on/off model. The ray tracing appears to stop working once they reach that state. You're curious about how performance scales with a 1060, so I'd like to see that. The link you clicked leads to a Russian site, but I'm not too concerned about the game itself.
This suggests you've swapped DirectX 12's DXR API—designed without manufacturer restrictions—for a custom solution tied to Intel technology. No one claimed DXR/RTX was necessary for ray tracing; it’s actually been possible on CPUs for years, and Nvidia’s RTX and AMD’s implementations are expected to catch up soon.
Wows feels like a disorganized mess. It seems the game wouldn’t manage ray tracing well without significant improvements. The porting and rendering trees in the game consume a lot of power and generate a lot of heat. What’s odd is that very little appears on screen at once—just the ship model and simple textures.
Looks like it's related to Reshade Raytraced Global Illumination, available now with support for Pascal's Patreon. Warframe - Inside Orbiter includes RTGI details, RTGI off spoiler and debug views, and mentions Cave RTGI.