Considering they were probably working on this before MS announced this last March, it's been over a year for them to bring official support for this technology. So that should give perspective to people who bash software developers for being to slow to bring new tech to games, it takes time. Just like DX11 to DX12 is, not aimed at anyone here, but people I know are just so naive it hurts. They praise UE4/Epic so i'll be able to throw this in there face
Epic have been working on raytracing for far longer than that, they've been discussing raytracing years before UE4 released and they had raytracing demos alongside its release in 2014. Unreal Engine 4 was in development since 2003. https://www.tomsguide.com/us/photorealism-ten-years-why,review-1915-3.html https://www.youtube.com/watch?v=eTt7AGIpV2I
Of course, DXR changes a lot of things but they've sttill had far more experience and spent far longer on the concept than most even huge dev teams.
Epic have been working on raytracing for far longer than that, they've been discussing raytracing years before UE4 released and they had raytracing demos alongside its release in 2014. Unreal Engine 4 was in development since 2003. https://www.tomsguide.com/us/photorealism-ten-years-why,review-1915-3.html https://www.youtube.com/watch?v=eTt7AGIpV2I
Of course, DXR changes a lot of things but they've sttill had far more experience and spent far longer on the concept than most even huge dev teams.
DXR has been in development for at least half a decade, they almost certainly knew it would come to DX12 around UE4's initial launch, which is why they were the first to showcase it.
It's took a year for it to get from an already mature state in-engine to one where they feel developers could start to consider using it meaningfully in games(Though it's still not in the stable branch).
DXR has been in development for at least half a decade, they almost certainly knew it would come to DX12 around UE4's initial launch, which is why they were the first to showcase it.
It's took a year for it to get from an already mature state in-engine to one where they feel developers could start to consider using it meaningfully in games(Though it's still not in the stable branch).
You are just repeating what you said. I already stated what I specifically mentioned to what I was referring to. You're just proving my secondary point at this rate.