During this year’s Computex, NVIDIA presented an amazing DirectX 12 tech demo. This tech demo featured ray traced shadows, sparse smoke and interactive volumetric smoke (that take advantage of DX12’s exclusive volume tiled resource and sparse fluid simulation features), as well as screen space reflections. This tech demo ran on a single 980 Ti, though keep in mind that as with most tech demos, we won’t be getting these visuals in our games anytime soon. Still, NVIDIA has give us a glimpse at the future, so go ahead and enjoy the video!

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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Ray-tracing is the best lighting technique out there and it looks amazing here. However I haven’t seen one yet that is efficient enough to render an entire game world. I mean there is Octane Render, but that still has a long ways to go.
its really late…. 2015… I was expecting these along realtime sub surface scattering in 2011 😐 Thanks to consoles!
Awesome!
EVEN THE 980TI STRUGGLES WITH RAY-TRACING AND IT ONLY SHOWS A ROBOT..IMAGINE WHAT POWER DO WE NEED FOR THESE EFFECTS IN GAME LIKE THE WITCHER..LOL..
TEN YEARS FROM NOW, EASILY..
You’re exactly right, but why are you shouting?
he wanted to get seen, attention wh*re.
lmao, the demos performance also doesn’t seem to be helped by the use of all those game works effects, jesus Nvidia.
They aren’t specifically GameWorks effects.
I’m talking about the smoke effects, those really tank performance
Idiot, these are DX12 effects. And since AMD created DX12 it’s AMD’s fault.
Are you an Idiot, a troll or both?
You are Idiot Troll? Thanks for confession.
AMD didn’t create DX12.
It’s all DX12, not sure why you think it’s Gameworks.
Look at the smoke effects, they look exactly like the smoke effects from gameworks
“volumetric smoke (that take advantage of DX12’s exclusive volume tiled resource and sparse fluid simulation features),”
I don’t know, it just looks damn similar to the smoke thats in AC4
All this means is don’t expect to see this on PC till PS5 and Xbox wtf ever are out.
“Xbox Too” ? lol
Ray traced shadows are pretty great. That takes a lot of CPU power tho, unless they somehow found a way to do it on the GPU.
They did so back when the GTX480 came out, it’s still very slow.
Here’s a small blog piece on the Nvidia developer site detailing some aspects of the shadowing:
https://developer.nvidia.com/content/hybrid-ray-traced-shadows
Near the top there’s also a link for the the slides on the technique from GDC2015’s ‘Advanced Visual Effects’ course.
Hey DSOG its a little bit off topic but R* released a great patch + release notes it will be nice if we will have a post about it!
https://support.rockstargames.com/hc/en-us/articles/205705358
The patch its amazing boost my FPS up to 20 FPS+(on grass) also they add a nice commandline (a new one) -maxthreads
It’s real ray tracing or just some fast dx12 method trying to emulate raytraced shadows ?
meh, the infiltrator demo, now that’s a tech demo. This robot does nothing for me
is it just me or DX12 seems like it’s not bringing much to the table?
I’ll tell you all what i think about this in 10 years. When we all actually get to play a game that has this.
heh my gtx 670 can do this 🙂