Khronos Group Releases Official Vulkan Ray Tracing Extensions

Wolfenstein Youngblood uses Nvidia's RT vendor extensions for Vulkan.
(Image credit: Bethesda)
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Today, the Khronos Group announced the ratification and public release of the Vulkan Ray Tracing provisional extensions. The core functionality builds off the pre-existing Nvidia vendor extensions, but with some new features and as official extensions to the API. We're told changes to the functionality are relatively minor, and that porting from the Nvidia extensions to the new Vulkan extensions will be a trivial process. The goal now is to get developer and industry feedback, with an eye toward bringing the functionality into the core Vulkan API (ie, instead of as API extensions) in the coming months. The addition of ray tracing support brings the cross platform API up to parity with Microsoft's DirectX Raytracing (DXR) API, with some minor differences. Here's what you need to know about Vulkan's RT support, and why it matters.

We spoke with Khronos Group President Neil Trevett, who is also Vice President of Developer Ecosystems at Nvidia—the Khronos Group President is an elected position, incidentally. One of the main questions we had was what the differences were between the Vulkan RT extensions and what's currently available via the Nvidia RT vendor extensions, as well as the difference between DXR and Vulkan RT. The main changes relative to the Nvidia vendor extensions consist of renaming function prefixes from "NV_" to "VK_". We're told porting existing Vulkan RT applications (like Quake II RTX and Wolfenstein Youngblood) to the official extension will be "trivial."

Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • Gomez Addams
    "Meanwhile, I'm still waiting for the definitive ray tracing game to arrive that finally puts an end to the arguments about whether or not ray tracing in games is important. "

    From the demos I have seen on the web and at GTC last year, there is no argument. It is VERY important and not just in games. It is important in all sorts of rendering applications, especially product design. I am really looking forward to it becoming ubiquitous.
    Reply