Yesterday, we reported on the new Ray Tracing effects tat World of Tanks will be getting. And today, we are happy to report that a new demo for World of Tanks is currently available. This new demo features these DirectX 11 Ray Tracing effects that players can experience themselves on their systems.
As we’ve already reported, 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.
The demo currently offers four Ray Tracing effects: Off, High, Maximum and Ultra. While these effects are not enabled by default, you can manually enable them.
You can download the World of Tanks enCore Ray Tracing Demo from here. This demo can run on all DirectX 11 compatible graphics cards, and does not require an NVIDIA RTX GPU in order to enable the RT effects.
Have fun!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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first!
I wonder what life choices made you do this…….
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The same one that made you respond.
Can’t wait DF to put their hands on it.
Videos are already on Youtube. It looks really good actually.
I got a great score apparently, but it doesn’t give me a guide or leaderboard to know how good.
https://uploads.disquscdn.com/images/d35443bfefe5ac25e99c5f4eacccc969abb7d4ee4e417b4ec4a211f2821adf70.png
Here is My score on a TR 1950x + a 1080 Ti @ 1080p, the shadows are really nice and it also runs really well. Awesome tech the Guys have seems like a lot more will use this solution since it works on anything.
https://uploads.disquscdn.com/images/7f6ecfb7c86f84cd1eea22c5d92528b10709400290c0e513ec927316542a3a17.jpg
i7-8700K, RTX 2080, 1080p ultra, 26,795.
I got 14k with 1440p + ultra. Still no idea what my fps was :D, did not feel like 144
For comparison, my laptop (8750h/1070) scored 14,413 with 1080p Ultra.
The effect is actually really good and seems cleaner than the RTX/denoise technique. All without using specialized cores (it’s all on the CPU).
Here is a video of it.
https://www.youtube.com/watch?v=-w7wUs30OXk
So software mode (all on the CPU) instead of hardware mode, yikes
It actually runs really well, unlike RTX. Ryzen 3600 runs it at ultra without issues.
Ultra with this solution is far away from ultra with RTX. If you would use the same quality and detail as RTX, you would not have playable framerate. So comparing this with RTX is completely out of way.
Not really. Rtx is really dithered and unstable as you move around. These are not. These are sharp and generally draw in much faster if your CPU is up to it.
Sharp shadows can be done perfectly with RTX also. I’ve done it myself in Vulkan many times now. And at orders of magnitude faster rates. It only gets noisy when you are doing soft shadows, path tracing, etc for realism. That’s just the nature of trying to be physically accurate as efficiently as possible using Monte Carlo techniques.
Sure, but do you really need Ray racing for world shadows in the distance? Nah. You won’t even be able to see the difference.
True. And honestly in game most Ray tracing effects are too subtle to notice. Reflections and global illumination are great, but most other features are better faked for performance. This is true for this method and rtx.
And I was of the opinion we must have a rtx gpu. I wonder if Nvidias dedicated processes fare better and if this will affect their marketing or price point? Probably not but time will tell. Either way its a really cool step forward for the benefit of all.
This is not only about rendering which is using RT. But about accelerating operations which are important for RT. You can have RT with using only CPU for it but your frame rate would be extremely bad. So RTX GPUs are not only about getting RT into games. They are also about getting much better framerates along with it.
This kind of RT used in WoT is something similar to solution which was used within HFTS feature from Gameworks(it is using RT too). It is not something special and it will not affect RTX GPUs at all(from marketing or price point of view).
Thanks for the clarification.
Doing these basic sharp shadows would be orders of magnitude faster accelerated with rtcores.
Right, I see. Thanks.
The BVH (or acceleration structure) is what the RTX GPU’s do in the rtcores. This is why the GPU can do ray tracing so much faster than a CPU, even if the CPU is using acceleration structures itself. Even if you were to not use rtcores and implement the whole thing in compute (which is what happens with DXR/VKR on Pascal or 10-series GPUs) it would still blow the CPU away.
Doing sharp shadows like this using ray tracing is nothing special. You can get the same visual result with stencil shadow volumes with much faster performance. What makes ray tracing interesting is getting physically accurate (soft) shadows and lighting (and physically accurate reflections/refractions). This is what Intel’s solution fails at for real time.