New PowerVR Wizard mobile GPU will ray trace in real time

Scorpus

Posts: 2,000   +231
Staff member
At the Game Developers Conference this week in San Francisco, Imagination Technologies has announced a groundbreaking new family of mobile-oriented consumers GPUs. Known as 'Wizard', the GPU line expands on the company's 'Rogue' designs by offering a dedicated ray tracing...

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Kibaruk

Posts: 3,836   +1,186
For mobile gaming that screen looks great!

The problem I see here is... wouldn't that drain the battery a whole lot more since it will need those more million calculations to get that lighting?
 

Jad Chaar

Posts: 6,481   +976
DX12 better bring ray tracing or else it would be pretty sad that mobile technology is ahead of desktop!
 

VitalyT

Posts: 5,417   +4,899
I remember that video adapters based on Intel Larabee was the first take at ray tracing, which they cancelled in 2010 due to low overall performance compared to then current graphic cards.

I wonder how PowerVR managed to achieve good performance, while their overall performance is way lower than that of the top-range video cards today. They must be using a very different approach.
 
G

Guest

PowerVR originally specialized in only rendering what needed to be rendered and not rendering elements in the scene the player / object you couldn't see. This is how they got some pretty good results and lower power (this was back in the Nvidia Riva TNT, 3dfx Vodoo, Ati Rage 128 days). Nvidia / Ati relied on fast rendering the entire scene at the time through brute power.

The problem is they never did get a graphics card with the raw horsepower to leverage the optimization tech to be able to compete with the other cards in it's day.
 

dividebyzero

Posts: 4,840   +1,270
I remember that video adapters based on Intel Larabee was the first take at ray tracing,
Ray tracing is available to most modern GPU architectures- it's just that GPUs aren't optimized for it, so it becomes a brute force implementation. IIRC Nvidia's OptiX real time ray tracing engine has been available since August 2009.
which they cancelled in 2010 due to low overall performance compared to then current graphic cards.
The die was also rumoured to be in the order of 650-700mm², along with yields in the basement thanks to that size which didn't help matters
I wonder how PowerVR managed to achieve good performance
1. It isn't pure ray tracing- just incorporates ray tracing elements with a conventionally rasterized frame - a hybrid approach
2. PowerVR use tile based deferred rendering (TBDR) which does away with non-visible geometry calculations.

There is a more in depth analysis at Anandtech
Will be interesting to see how it scales, and what momentum it gains versus the SVOGI approach, or proprietary global illumination solutions such as those used by Crytek or Unity 5
 
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