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If we're going to do real-time raytracing, we have to

If we're going to do real-time raytracing, we have to do it faster.

That means we have to change the way we render. This is especially true of games that need to be more interactive and complex. It also means that the game engine must also take into account the effects the graphics on the game world.

With the DirectX 12 API, we can do things like add depth and shadows to raytracing, add a new color scheme to the game world, and create other new effects. In many cases, what we're doing is simply changing the engine. It's all done by using multiple shaders.

It has been a long time since we've seen this approach taken advantage of by any other developer. But a new approach for games like this is not new.

At the same time, Microsoft is also introducing new rendering techniques to the game world, including 3D geometry, particle effects, polygon support, and many more. This will allow us to get even more out of the game world and use it more precisely.

The graphics of DirectX 12 is also very well-prepared for virtual reality and the like. It's an exciting and versatile approach that will take you from an experience that many VR enthusiasts have never experienced, into a world that's not just a physical world but a virtual one.

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