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Re:Raytracing on AMD’s RDNA 2/3, and Nvidia’s Turing and Pascal by graffix on Friday March 24, 2023 @11:20AM (#35290209)
At work I inherited a raytracer codebase with a severe memory bloat problem on terrains. The size of terrain BLASes is precisely what one would expect from a bog-standard BVH with branch factor 2, so I'm sure you're right.

This is on Turing. Nvidia would've been motivated to de-risk the introduction of RTX by making boring choices. You may well see different results on later archs.

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