After spending the week at GDC, here are my big takeaways from advancements in the world of PC graphics and tech.
This story is part of Jacob Roach's ReSpec series, covering the world of PC gaming and hardware. ReSpec is a bit different this week. I’ve spent the week in sunny San Francisco at the Game Developers Conference , running from meeting to meeting and trying to find a moment of time to write a few words.
Get your weekly teardown of the tech behind PC gaming Check your inbox! Privacy Policy First, how path tracing works: We take a pixel, and we trace a line from it away from the camera. It collides with something and bounces. And it keeps going, bouncing around the scene until it either goes off into the ether or ends at a light source. Developers want those paths that end at a light source, particularly for calculating shadows.
The result is an image that comes together much faster, at least fast enough that you can play a game at a reasonable frame rate with a healthy dash of upscaling and frame generation. A big part of that is input. When interfacing with DirectSR, there’s a standardized set of inputs that developers grant to the Application Programming Interface . It can then pass those inputs along to upscalers that are built-in, such as AMD’s FSR 2, or variants that require specific hardware, such as Nvidia’s DLSS.
One upside that didn’t come through originally was how this system works with updates. Nvidia, AMD, and Intel constantly release new versions of their upscaling tech that make minor improvements to image quality or slightly tweak how the upscaling works. With DirectSR, developers won’t need to add all of these updates to their games — they’ll just work across the API.
There’s a little more nuance to the conversation. This gives more power to your GPU to decide what to do, similar to when programmable shaders were first introduced to graphics cards. A Work Graph is comprised of nodes, and those nodes can spawn further nodes for your GPU to work on rather than waiting for work from the CPU. Microsoft described it as a compute shader that can launch another compute shader.
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