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Wargaming details its DirectX 11 Ray Tracing tech in World of Tanks, will be using Intel’s Embree library

Wargaming has detailed its DirectX 11 Ray Tracing solution that will be coming soon to World of Tanks via a patch. Wargaming will be using Ray Tracing to enhance the game’s tank shadows and will take advantage of Intel’s Embree library. Moreover, this Ray Tracing solution will work on all DX11 GPUs.

Going into more details, Wargaming will use Intel’s Embree library to utilise CPUs so it can create a BVH construction. BVH stands for Bound Volume Hierarchy. In order to optimize the ray tracing calculations, Wargaming will use Bound Volume Hierarchy so it can distribute the triangles to specific boxes. The CPU will basically sort the triangles into boxes with four to eight triangles in each. Then it takes two boxes and puts them in a larger box and it repeats this process until a tank unit is made of huge boxes.

What this ultimately means is that both the CPU and GPU requirements will be higher for World of Tanks’ RT effects. However, Wargaming promises to offer better multi-core utilization via its enCore Engine, something that will help most PC gamers.

Wargaming will be offering four Ray Tracing quality options. However, the game’s RT effects will not be active by default, even when using its Ultra settings. In other words, you’ll have to manually enable them.

Last but not least, Wargaming has shared the following video in which it details its DX11 Ray Tracing solution. Therefore, we suggest watching it.

Enjoy!

Dev Diaries: Ray Tracing in World of Tanks

10 thoughts on “Wargaming details its DirectX 11 Ray Tracing tech in World of Tanks, will be using Intel’s Embree library”

  1. Really cool to see how they overcame hardware limitations to implement this. RTX on DX11 is freaking impressive.

    I’m honestly blown away how Intel managed to make BVH’s that fast.

    Nvidia should take note.

    1. There aren’t any hardware limitations, and you can add ray tracing to any graphics API if you are willing to do the work for it. But the industry standards are on DX12 and Vulkan.

      I’m not sure why you’re amazed by them making a BVH generation API, it was created long ago for offline rendering.

      The difficulty and expense is in creating hardware to accelerate RT.

      What the WoT devs did here is the equivalent of the Minecraft PTGI mod, adding RT to an obsolete API without even the possibility to support hardware acceleration, so it will run poorly for everyone regardless of hardware.

      1. I’m not talking about the ability to ray trace when I say “hardware limitations”. I’m talking about the ability to ray trace fast. They could have made this only for RTX GPU’s that had RT cores, but they managed to make an efficient solution that runs well across most hardware.

        “I’m not sure why you’re amazed by them making a BVH generation API, it was created long ago for offline rendering.”

        This isn’t what impressed me. What impressed me was how fast Intel’s library was capable of generating BVH’s for the tanks. If you saw the video, they mention that it generated the BVH for 30 tanks in 1.4 ms. That’s really impressive.

        “…so it will run poorly for everyone regardless of hardware.”

        Are you sure you watched the video? The whole reason any of this is impressive is because they managed to make raytracing fast through software as opposed to dedicated hardware, which is the brute force solution. Their implementation runs well for everyone, not poorly. And this is mainly because of how fast Intel’s BVH generation is.

  2. ray tracing revolution is awesome .at last a big graphical advance since crysis 1 after 12 years i guess

  3. all games must support ray traced shadows(just enhanced mode like control) and ambient occlusion .these two ray tracing aspect are far easier to handle for gpu that reflections or global illumination. in same cases ray traced shadow is even faster than rasterized shadow

  4. Really really cool dev diary! Super interesting and intelligently designed…this is gooed software engineering! Build new and amazing features with what already exists!

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