Game Discussions Wargaming: World of Tanks RT on DX11 (not hardware dependent)

Robert Maynard

Volunteer Moderator
Yesterday I read that Wargaming had released an RT demo for World of Tanks - which works on DX11 and is hardware independent.

.... so I downloaded it and tried it - looks very nice indeed. The method uses Intel's Embree ray tracing kernel collection (https://www.embree.org/) which has been released under the Apache 2.0 licence.

The future of ray tracing might well be close than it appears (in terms of affordable solutions).

Download the demo here: https://wotencore.net/en
 
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Well I downloaded it and installed the new Game Centre that you have to use .... It doesnt launch/update for me though.

It looks like it uses a bunch of new UDP ports that are not opened up on my firewall so I will need to take a look in to what it connects to and set up a few new rules.
 
Yesterday I read that Wargaming had released an RT demo for World of Tanks - which works on DX11 and is hardware independent.

.... so I downloaded it and tried it - looks very nice indeed. The method uses Intel's Embree ray tracing kernel collection (https://www.embree.org/) which has been released under the Apache 2.0 licence.

The future of ray tracing might well be close than it appears (in terms of affordable solutions).

Download the demo here: https://wotencore.net/en
Surely it's not hardware independent. :)
Yes, it's software-rendered, instead of having dedicated bits of GPU, but it must have a performance cost, no?

I'm gonna try it, though. I finally got the 5700XT but I still have my Vega 56 PC as well as my old build with 1500X and RX580. It should be an interesting comparison.
 

Robert Maynard

Volunteer Moderator
Surely it's not hardware independent. :)
Well, the kernels don't seem to be limited to Intel CPUs - it works just fine on a 3900X.

It does indeed have a performance cost - however it does not rely on expensive proprietary hardware solutions - which bodes well for the next generation of consoles, in my opinion.
 
Well, the kernels don't seem to be limited to Intel CPUs - it works just fine on a 3900X.

It does indeed have a performance cost - however it does not rely on expensive proprietary hardware solutions - which bodes well for the next generation of consoles, in my opinion.
Indeed.
Sony did let out some info about ray tracing a couple months ago, actually, so I was wondering whether AMD is planning a RT version of Navi. Now we probably know the answer.
Just like physX was once a hardware feature of nVidia GPUs and slowly migrated to CPU, RT will do the same. Good. :)
 
So my experience with this non-gpu ray tracing benchmark.

CPU is a 5930k and GPU an EVGA 980Ti Classified all tests on Ultra at 1080p:


RT SettingScorePercentage Drop compared to off
RT Off28873
RT High2031229.65
RT Max1911933.78
RT Ultra1741539.68
 

Robert Maynard

Volunteer Moderator
Good idea!

CPU is a 3900X and GPU a 5700XT all tests on Ultra at 1080p:

RT SettingScorePercentage Drop compared to off
RT Off33,828N/A
RT High23,70329.93%
RT Max22,30034.08%
RT Ultra20,27640.06%
 
RT SettingScorePercentage drop
RT Off35,650
RT High24,64930.85%
RT Max23,19134.95%
RT Ultra21,15040.67%

CPU: R5 3600, GPU RX5700XT

Also, I'd just like to point out that it's hilarious that instead of Off/Low/Med/High they are calling it Off/High/Max/Ultra.
Much intelligible. :LOL:
 

Viajero

Volunteer Moderator
By the way, the process for ray tracing calculations shown in the video, would not that be the standard way to do it? I mean, hindsight is 20/20 but why would other ray tracing engines try to calculate intersections in all polygons?
 
By the way, the process for ray tracing calculations shown in the video, would not that be the standard way to do it? I mean, hindsight is 20/20 but why would other ray tracing engines try to calculate intersections in all polygons?

Interesting point, to which I am unsure of the answer. Possibly because of that old addage "That is how it was always done". Like you say, with hindsight it seems obvious and spending a little time grouping and running the calculations against the "boxes" saves a lot of compute in the long run.

With regard to the results posted so far, three different CPUs:

Intel 5930K - 6 Cores 12 Threads
AMD Ryzen 9 3900X - 12 Cores 24 Threads
AMD Ryzen 5 3600 - 6 Cores 12 Threads

All results exhibit the same percentage performance hit across the settings. I am not too sure what to make of that regarding the concurrency they mentioned in the vid.
 
All results exhibit the same percentage performance hit across the settings. I am not too sure what to make of that regarding the concurrency they mentioned in the vid.
Regarding the CPUs - I think the maximum WoT engine can utilize is 8 threads, so basically all these CPUs are equal as far as the game is concerned and the score is GPU bound so it really doesn't tell us much.

What I find interesting, though is the relatively low impact compared to hardware RT from nVidia. I would really love to see this technology in apples to apples comparison (image quality and FPS) in some game or benchmark that can do both
 
On the topic of ray tracing, Crytek's Neon Noir benchmark is out. Uses hardware and API agnostic hardware ray traced reflections:


RTX support will be added later, but right now it just uses standard shader hardware.

Some benchmarks:

The 1080 TI seems to perform roughtly around 5700XT/2060 Super levels.
 
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