Microsoft prob needs to start over from scratch with DXR 1.3 with a focus on work graphs. Having traversal + shading in one big graph is not feasible under DXR 1.2. AMD has the opportunity to make SER irrelevant long term. Work graph for entire RT pipeline (traversal and shading) tackles all problems, not a band aid fix like SER. Improved occupancy, no barriers, bubbles or empty launches, massively improved coherency etc... Def better than SER coherence when executing ray tracing workloads.
Compared this to SER is a band aid.
All NVIDIA cards from Ampere and newer + AMD RDNA 3-4 cards have RT fine wine waiting to be tapped. Cards without SER stand to benefit the most, Ampere (if we ignore OMM) on NVIDIA side should be much closer to 40-50 series. RDNA 3 will benefit the most but RDNA 4 a ton as well. If devs bother to rewrite RTGI pipelines on PC there's potential for massive perf gains in the short term, otherwise this is firmly post-crossgen territory unfortunately.
Regular gaming workloads can benefit too, but will unlock new possibilities for GPU driven procedural content generation, complex systems on GPUs (AI and physics), neural shading, and path tracing.
As previously said extreme HW+SW co-design with will fully unlock this for GFX13. RDNA 5 is going to be in a different league here, especially for weird stuff like PCG. It'll be interesting to see how synergies between this and the reworked RT traversal logic will play out in path tracing, but safe to say it'll embarass 50 series. As for regular Execute Indirect + PT hard to say but if compiler is clever then it should easily win here at iso-raster as well.
If NVIDIA doesn't prepare for this on 60 series and later gens and later they'll get annihilated in benchmarks when work graphs adoption starts to pick up.
Since it's programmable shaders 2.0 it might warrant its own thread TBH. Or
@igor_kavinski maybe consider renaming this thread to something more general?
Am I the only one that's excited about GPU work graphs? What do you think
@basix and
@soresu?