コンテンツへスキップ
ゲーム · レビュー · データベース
フォーラム

ハードウェア Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Competitive Benchmark Analysis and ハードウェア Interactions

ホーム › Forums › General Oyun Sorulari › ハードウェア Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Competitive Benchmark Analysis and ハードウェア Interactions

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #121173

    I’ve been benchmarking BVH traversal overhead across GPU architectures and I’m seeing wildly inconsistent frametime spikes during dynamic scenes where refit should be cheaper than a full rebuild. Can anyone share actual numbers on the crossover point—beyond how many triangles does incremental refit start costing you more than a complete rebuild on the RTX 40-series versus AMD’s RDNA ray tracing units?

    I’m specifically chasing whether

Viewing 1 post (of 1 total)
  • You must be logged in to reply to this topic.

Gamer24H 内を検索

3文字以上入力してください。

探索

外観

カラーテーマを選択

自動 mode follows your device and switches to Xbox, PlayStation, or Nintendo colors on matching stories. Your manual choice stays on this device.

🌍 言語を選択 25 言語
🔍