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signed a 5700xt owner!
And future Intel Xe HPG cards too - https://www.phoronix.com/scan.php?page=news_item&px=Intel-Vulkan-Ray-Tracing-Xe-HPG
It won't help these people whining because their potatoes don't have ray-tracing hardware, of course.
They can't switch to it now because only Nvidia's beta drivers support it.
For the curious, the differences between the vendor-neutral extension and the Nvidia one.[www.khronos.org]
(1) How does this extension differ from VK_NV_ray_tracing?
DISCUSSION:
The following is a summary of the main functional differences between VK_KHR_ray_tracing and VK_NV_ray_tracing:
added support for indirect ray tracing (vkCmdTraceRaysIndirectKHR)
uses SPV_KHR_ray_tracing instead of SPV_NV_ray_tracing
refer to KHR SPIR-V enums instead of NV SPIR-V enums (which are functionally equivalent and aliased to the same values).
added RayGeometryIndexKHR built-in
added acceleration structure serialization / deserialization (VK_COPY_ACCELERATION_STRUCTURE_MODE_SERIALIZE_KHR, VK_COPY_ACCELERATION_STRUCTURE_MODE_DESERIALIZE_KHR, vkCmdCopyAccelerationStructureToMemoryKHR, vkCmdCopyMemoryToAccelerationStructureKHR)
removed vkCompileDeferredNV compilation functionality and replaced with deferred host operations interactions for ray tracing
document inactive primitives and instances
added VkPhysicalDeviceRayTracingFeaturesKHR structure
extended VkPhysicalDeviceRayTracingPropertiesKHR
maxRecursionDepth has a minimum of 1 instead of 31
require shaderGroupHandleSize to be 32 bytes
added indirect and batched acceleration structure builds (vkCmdBuildAccelerationStructureIndirectKHR)
added host acceleration structure commands
reworked geometry structures so they could be better shared between device, host, and indirect builds
added geometryArrayOfPointers and made instances more like triangles and AABBs.
changed SBT parameters to a structure and added size (VkStridedBufferRegionKHR)
explicitly made VkAccelerationStructureKHR use device addresses
added ability to capture and replay shader group handles and acceleration structures
added acceleration structure compatibility check function (vkGetDeviceAccelerationStructureCompatibilityKHR)
add parameter for requesting memory requirements for host and/or device build
added pipeline library support for ray tracing
added watertightness guarantees
added format feature for acceleration structure build vertex formats (VK_FORMAT_FEATURE_ACCELERATION_STRUCTURE_VERTEX_BUFFER_BIT_KHR)
added no-null-shader pipeline flags (VK_PIPELINE_CREATE_RAY_TRACING_NO_NULL_*_SHADERS_BIT_KHR)
added memory model interactions with ray tracing and define how subgroups work and can be repacked
added ray query and SPV_KHR_ray_query support
5700XT (which I also have) doesn't have the hardware required to run RTX; this is not the fault of Nvidia or the developer of Quake 2 RTX.