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Железо Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Competitive Benchmark Analysis and Железо Interactions

Главная › Forums › Общее Oyun Sorulari › Железо Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Competitive Benchmark Analysis and Железо Interactions

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    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

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