Microsoft wants to significantly accelerate ray tracing in games with DXR 1.2

Microsoft wants to significantly accelerate ray tracing in games with DXR 1.2

  • 24.03.2025 19:06
  • heise.de
  • Keywords: AI, Startup

Microsoft is set to release DXR 1.2 in April 2025, introducing new functions like Shader Execution Reordering (SER) and OMM to boost ray tracing performance in games. These features aim to standardize ray tracing across major GPU manufacturers, enhancing efficiency for developers and improving game visuals without sacrificing frame rates.

Microsoft NewsMSFTsentiment_satisfiedNVDAsentiment_satisfied

Estimated market influence

Microsoft

Microsoft

Positivesentiment_satisfied
Analyst rating: Strong buy

Leading the development of DXR 1.2 to enhance ray tracing performance in games.

Nvidia

Nvidia

Positivesentiment_satisfied
Analyst rating: Strong buy

Contributed OMM technology which improves rendering efficiency for transparent objects, leading to faster processing and better performance in games like Cyberpunk 2077.

Context

Analysis of Microsoft's DXR 1.2 Release for Ray Tracing Acceleration

Key Facts and Data Points

  • Release Date: DXR 1.2 will be available in development kits starting April 2025.
  • Performance Boost:
    • Path tracing performance improvement: 2.3x (best-case scenario).
    • Achieved in games like Cyberpunk 2077.
  • New Features:
    • Shader Execution Reordering (SER): GPU-driven optimization for shader thread execution order.
    • Opacity Micromesh (OMM): Accelerates rendering of complex objects with transparency.
  • GPU Support:
    • Supported by all major GPU manufacturers: AMD, Intel, Nvidia, and Qualcomm.
    • Intel: SER soon; OMM in future GPUs.
    • Nvidia: Already supports both features.
    • Qualcomm: Both features supported in upcoming GPUs.
    • AMD: No specific details provided.

Market Implications

  • Ray Tracing Adoption: DXR 1.2 standardizes ray tracing acceleration, potentially accelerating its adoption across the gaming industry.
  • Performance Gains: The performance boost could lead to:
    • Improved frame rates in demanding games.
    • Better visual fidelity at higher resolutions.
    • Reduced power consumption for developers aiming for efficiency.
  • Cost Optimization: By reducing rendering overhead, DXR 1.2 could lower development costs and hardware requirements for ray tracing.

Competitive Dynamics

  • Standardization: Microsoft's move to standardize ray tracing features reduces reliance on proprietary technologies (e.g., Nvidia's DLSS).
  • Hardware Competition: The inclusion of OMM and SER in future GPUs from all manufacturers may intensify competition, driving innovation in GPU architectures.
  • Developer Ecosystem: Widespread support for DXR 1.2 could unify development practices across different hardware platforms.

Strategic Considerations

  • Long-Term Effects:
    • Ray tracing is expected to become more prevalent in mainstream gaming.
    • Standardized approaches like DXR 1.2 may reduce fragmentation in the industry.
  • Regulatory Impact: No immediate regulatory implications identified, but standardization efforts could influence future tech policies.

Conclusion

Microsoft's DXR 1.2 represents a significant step forward in ray tracing technology, offering substantial performance improvements and broader hardware support. Its adoption could redefine gaming graphics, benefiting developers, players, and the broader tech industry.