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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.


Dev Diaries: Ray Tracing in World of Tanks