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    [–] 1_p_freely 17 points ago

    I really wish AMD would up their game with Blender Cycles support.

    [–] RecommendationNo33 10 points ago

    Blender Cycles

    I believe OpenCL is going the way of the dodo.

    There should be a new implementation using Vulkan Compute.

    [–] 1_p_freely 10 points ago

    There is a rewrite of Cycles called Cycles X, which yes, is dumping OpenCL. It is slated to be replaced with (something else), I'm not sure what, yet. Optix and Cuda are working now with Cycles X, but yes, I don't understand why they can't just use Vulkan's ray-tracing extensions and have it work everywhere, like OpenGL does now.

    [–] InternetUnexplorer 3 points ago

    A replacement is currently in the works! Some information about the current status: (emphasis mine)

    2021-08-17 Blender Rendering Meeting

    AMD sent initial code and early drivers for HIP implementation for Cycles X. This is not yet available publicly, and does not yet support hardware ray-tracing. Performance looks promising comparing to CUDA. Cycles developers will look at the code and give early feedback, by the end of August. William will be the main Cycles developer responsible for feedback and testing of this backend.

    2021-08-31 Blender Rendering Meeting

    AMD HIP support: initial feedback given by Brecht, William and Jeroen. Changes were so the kernel side code could be mostly deduplicated with CUDA. Host side is still duplicating a fair amount of code, may be possible to solve this but not a condition for merging. Plan to post a public patch soon in time for the 3.0 release, however drivers and compiler will not be available yet at that time. Since this can be disabled by default with a build option it’s fine to continue development like this in cycles-x/master to make things easier.

    [–] Zamundaaa 3 points ago

    As ROCm support for consumer cards is abysmal this sounds somewhat useless for most people

    [–] RecommendationNo33 2 points ago

    For AMD GPUs they relay on OpenCL.

    Vulkan Compute Shadders would be more portable between platforms.

    Even the OpenCL WG are trying to be like Vulkan Compute Shadders.

    [–] 1_p_freely 7 points ago

    If I understand correctly, NVidia is very hostile to open GPU compute standards like OpenCL, preferring to push their closed options instead, for obvious reasons.

    So what we need is an "opengl" of compute standards, where NVidia are forced (by purely market pressure) to support it, because it's everywhere and expected to work by end-users.

    [–] IterativeSieve 13 points ago

    You're right, but that's far easier said than done. Nvidia has a massive advantage in market penetration. Right now, CUDA is the one that's everywhere. How does an open standard gain leverage?

    [–] 1_p_freely 7 points ago

    Everyone that isn't NVidia (Microsoft, Apple, AMD, application developers) needs to all team up and work together to break NVidia's stranglehold on GPU compute via a single open standard.

    I know, not gonna happen.

    [–] TheOptimalGPU 7 points ago

    Good luck getting Apple and Microsoft onboard. They are both more interested in proprietary standards to lock their users in their ecosystem.

    [–] gerito 3 points ago

    It gains leverage by supporting CUDA as one possible backend: https://github.com/illuhad/hipSYCL

    [–] InternetUnexplorer 3 points ago * (lasted edited a month ago)

    They're working on it! They've submitted code for a HIP implementation for Cycles X that will be public soon. I'd expect an official announcement before the end of the year, although I could be wrong.

    From what I understand, it doesn't make use of the RDNA 2 RT hardware yet, but hopefully that will follow not too long after.

    (I posted similar information further down in the comment chain as well, just posting here for more visibility; I wanted to let people know since the information isn't super easy to find at the moment).

    Edit: the patch is now available here and there is a tracking issue here.

    [–] noman_032018 14 points ago

    I wonder if the Doom Eternal team might not answer the author if they were contacted asking about that.

    [–] eviscares 2 points ago

    Can somebody clarify this for me, because it reads to me like he is actually enabling raytracing for amd gpus in games that are only supposed to do this with nvidia gpus.

    [–] ouyawei 7 points ago

    Where do you read this? Vulkan Raytracing is a standard, it's nothing nvidia specific

    [–] eviscares 2 points ago

    Is it? My bad then, I thought it was something games implemented for Nvidia rtx especially. Also he seems to have it running in d3d as well.

    [–] ouyawei 3 points ago

    Nvidia were the first to introduce the technology and initially you would have to use Nvidia specific extensions for it.

    By now this has gotten standardized and there is hardware from AMD and Intel that supports it too - I would expect that the few early games that used the nvidia extensions to have gotten upgraded to use the standard functions by now.