Microsoft's new patent promises more efficient ray tracing for the Xbox and that could be a real boon for AMD's graphics cards too

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Nick, gaming, and computers all first met in 1981, with the love affair starting on a Sinclair ZX81 in kit form and a book on ZX Basic. He ended up becoming a physics and IT teacher, but by the late 1990s decided it was time to cut his teeth writing for a long defunct UK tech site.

Microsoft's research division has been hard at work trying to make ray tracing a more accessible feature for games of the future. Afrom one of the team's senior architects describes how the memory and cache load for bounding volume hierarchies — structures used to speed up ray tracing—can be reduced by using a similar approach to texture Level of Detail application.

Microsoft's technique avoids using the entire BVH in one go. Instead, small chunks of it are used at a time, and the details of this usage and the part of the BVH in question are stored in two lists in the GPU's memory. With each successive frame, the ray tracing algorithm updates these lists, ensuring that only the nodes required to be used in the scene are stored in the VRAM.

So while all of this work is to the benefit of the Xbox, it would also be a boon to any gaming PC sporting aand consoles have in abundance is compute power. So it makes sense to leverage something that, while involving lots of extra but basic calculations, reduces memory and ray tracing loads.

 

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