![]() For reference see my past Blender 3.4 HIP benchmarks and prior Blender NVIDIA/AMD GPU benchmarks. Nice seeing a 25% advantage to this HIP ray-tracing code compared to the existing AMD HIP back-end within Blender. HIPRT offers an average improvement of 25% in sample rendering rate. ![]() HIPRT enables AMD hardware ray tracing on RDNA2 and above and fallbacks to shader implementation for graphic cards that support HIP but not hardware ray tracing. Opened two weeks ago is this draft pull request providing work-in-progress Cycles AMD HIP-RT support for hardware ray-tracing. Blender 3.5 is due out for release next week without this AMD ray-tracing support. Last year the hope was for it to be ready for Blender 3.5 but that ultimately didn't pan out. Last year AMD published the HIP ray-tracing library and their engineers have been working to get the HIPRT support squared away within Blender. That's akin to NVIDIA's CUDA back-end in Blender while NVIDIA's OptiX back-end with Blender has long allowed making use of the ray-tracing cores for faster render performance on NVIDIA RTX GPUs. While AMD has their HIP back-end within Blender, it currently doesn't make use of ray-tracing hardware found with Radeon RX 6000 series "RDNA2" GPUs and newer. While not part of the upcoming Blender 3.5 release, AMD engineers are working to land their HIP ray-tracing (HIPRT) support within the Blender open-source 3D modeling software that will offer nice rendering speed-ups for AMD RDNA2/RDNA3 GPUs.
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