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하드웨어 Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Historical Paradigm Evolution and Next-Gen Architectural Projections

홈 › Forums › e스포츠 하드웨어, Latency & Audio › 하드웨어 Ray Tracing BVH (Bounding Volume Hierarchy) Traversal Optimization: Historical Paradigm Evolution and Next-Gen Architectural Projections

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  • #119629

    When RT cores first shipped, I assumed the hardware just ingested raw triangle soup and spat out hits, but the BVH rebuild cost on dynamic scenes is what actually destroys my frame times in fast-paced competitive titles. For anyone who’s actually benchmarked this—how much does refitting an existing BVH versus a full rebuild cost you when geometry’s constantly

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    "Practice doesn’t make perfect. Perfect practice makes perfect."
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    User AvatarHenry Howard
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    Great topic to dig into. The real paradigm shift happened when ray tracing moved off the SIMD compute units and into dedicated hardware traversal cores—Turing’s RT cores in 2018 were the turning point, and RDNA2’s Ray Accelerators forced AMD into the same architecture. Before that, BVH traversal was fully software-driven, which meant you were paying

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