DirectX Raytracing Gets Clustered Geometry for Higher FPS and Up to 90% VRAM Savings
Microsoft has released one of the most significant updates to its DirectX Raytracing (DXR) since its debut in 2018.
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Microsoft has released a major update to DirectX Raytracing that introduces clustered geometry and partitioned top-level acceleration structure. Clustered geometry breaks down animated and generated geometry into simple, reusable triangle clusters, allowing ray tracing to use the same detailed geometry as standard rasterization rather than simplified proxies. This ensures ray-traced shadows and reflections match what appears on screen.
The update addresses performance demands in open-world games through partitioned TLAS, which lets ray tracing focus on geometry changes in specific regions while keeping acceleration-structure data elsewhere unchanged. This approach reduces both VRAM and compute requirements. The two features can be used together or independently without restrictions.
The changes represent a significant evolution for DirectX Raytracing since its introduction in 2018. The update aims to improve frame rates and reduce memory consumption in ray-traced scenes by streamlining how acceleration structures are built and maintained during rendering.
What happened
Microsoft has released one of the most significant updates to its DirectX Raytracing (DXR) since its debut in 2018. This update officially introduces clustered geometry and partitioned top-level acceleration structure (PTLAS). With clustered geometry, Microsoft envisions scenes where all animated and generated geometry is broken down into simple, reusable clusters of triangles. Typically, scenes repeatedly build large bottom-level acceleration structures, which incur additional compute costs. By using clustered geometry, ray tracing can utilize full detailed geometry used for standard rasterization instead of proxies, ensuring that ray-traced shadows and reflections match the currently visible scene.
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