Ray Tracing

1 story
Ray Tracing describes bounding volume hierarchy, with ambient occlusion and rasterisation hybrid setting its practical scope within Graphics Rendering & Upscaling. To understand the feature properly, coverage compares ray triangle intersection with hardware RT cores and tests the effect of acceleration structure.
Evidence for rendering pipeline, native comparison and reconstruction algorithm may come from release notes, technical material, observed play or developer statements. Quality preset may define the opportunity, while GPU acceleration often exposes the limitation that matters most to players. It covers selective ray-based effects; Path Tracing models a much broader light transport solution.