![]() ![]() Among other use cases, this feature allows developers to reduce the number of pixel shader invocations for content that has slowly varying shading parameters, or for pixels that may be blurred later in the rendering pipeline. Variable-rate shading (VRS) gives programmers the ability to vary the shading rate independent from the render target resolution and rasterization rate. A separate guide dedicated to optimizations and best practices for our hardware ray-tracing support will be published to the Intel® Developer Zone.įor Vulkan, ray tracing is supported on X e-HPG through the following Khronos* extensions: It can be used to enable global illumination, realistic shadows, reflections, ambient occlusion, and other techniques. Ray tracing is a technique that can be used to simulate physical light behavior in 3D applications. X e-HPG supports hardware accelerated ray tracing in both DirectX 12 (1.0 and 1.1) and Vulkan* (Vulkan RT). To take advantage of DirectX 12 Ultimate, applications must support feature level 12_2. X e-HPG will support features available with DirectX 12 Ultimate*, such as: X e-HPG offers updates and enhancements to features such as Microsoft DirectX* 12 Ultimate, high-dynamic range (HDR) support, Adaptive-Sync, and DirectStorage. This document contains developer guidance and optimization methods, as well as best practices, to most effectively harness the architecture’s capabilities and achieve peak performance. To gain peak performance, software must account for the new architecture and developers must make the right choices regarding APIs. The new Intel® Arc™ A-series discrete graphics (formerly code named Alchemist) implements the X e-HPG microarchitecture (high-performance graphics) and hosts multiple advancements of interest to developers. ![]()
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