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Inline vs Pipeline Ray Tracing

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Manon Oomen

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Inline vs Pipeline Ray Tracing is a November 2025 Evolve Benchmark blog post by Manon Oomen comparing the two DirectX and Vulkan-style ray-tracing programming models as implemented in Evolve.

It explains how inline ray queries nest TraceInline and Proceed loops inside existing shaders, while pipeline ray tracing uses ray-generation, miss, closest-hit, any-hit, and intersection shaders with a shader binding table. The post covers non-opaque triangles and procedural primitives in both models, then reports Evolve scores on Radeon RX 9070 XT, GeForce RTX 5070 Ti, and Arc B580, noting much stronger pipeline wins on AMD in that test and similar scores on NVIDIA and Intel.

It is for intermediate to advanced engine and driver-aware graphics programmers choosing RT integration strategies. Readers should know basic hardware ray tracing and shader stages.

Access is a free long-form HTML article with pseudo-code, diagrams, and a documented test-bench configuration.

It is useful when deciding whether inline ease of integration outweighs pipeline scheduling benefits on current GPUs.