- Dec 10, 2010
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Meant to post this yesterday, but I forgot. The video link below goes through how the implemented it, and its an interesting watch. For anybody wondering why its only shadows, its because each tank has in excess of 50k polygons, and you can have up to 50 tanks on screen at any given time. Currently no hardware exists that can handle that kind of load with RT reflections/GI. Wargaming has always tried to make their engine run on even low end hardware, and not require special hardware.
However, with how they implemented the RT Shadows, with help from Intel, it can run on any GPU. I play the game a lot, so I downloaded their test client, with the game settings at Ultra, and RT Shadows at HIGH, my system with a 4.5GHz 4690K and an RX480 4GB ran it really quite well at 1080P. It did drop below 60fps a few times. As a note, this does not use any specialized RT hardware, even if the GPU has it. This uses a combination of CPU and GPU to handle the calculations, and they use only 1 ray per pixel, with a custom dithering filter that they came up with which is shown in the video.
Details: https://worldoftanks.com/en/news/general-news/ray-tracing/
Developer Video:
However, with how they implemented the RT Shadows, with help from Intel, it can run on any GPU. I play the game a lot, so I downloaded their test client, with the game settings at Ultra, and RT Shadows at HIGH, my system with a 4.5GHz 4690K and an RX480 4GB ran it really quite well at 1080P. It did drop below 60fps a few times. As a note, this does not use any specialized RT hardware, even if the GPU has it. This uses a combination of CPU and GPU to handle the calculations, and they use only 1 ray per pixel, with a custom dithering filter that they came up with which is shown in the video.
Details: https://worldoftanks.com/en/news/general-news/ray-tracing/
Developer Video: