Note the hardware requirements in readme.txt!
Text from readme.txt:
This is a demo of hardware ray tracing using the Irrlicht 3D Engine. It is a modified version of the original nVidia demo.
The scene is rendered by drawing a viewport-sized quad (two triangles) and "tracing" a ray from the viewpoint through each pixel in the quad. The Pixel Shader calculates the intersection of each ray with primitives in the scene, determines the "closest hit" and then calculates the colour of the given pixel. Reflections are handled by tracing another ray from the intersection point into the scene.
The original demo hard-coded the scene objects into the shader; this demo uses Irrlicht scene nodes for the scene objects (spheres and light) and Irrlicht SceneNodeAnimators for animating the scene nodes. Shader constants are gathered for each scene node every frame and uploaded to the pixel shader for calculation of the scene.
NOTE: This updated demo is for graphics cards with high-performance Pixel Shader hardware - see Requirements below. Pixel Shader requires hardware with at least 1191 instruction slots.
Usage
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Move mouse to alter viewpoint.
WASD keys to move camera.
Alt-F4 or Escape key to exit.
Requirements
============
Drivers:
Latest DirectX 9.0b drivers [www.microsoft.com/directx],
Latest DirectX9 drivers for your graphics hardware [from your HW vendor].
Graphics hardware with support for:
Vertex Shader 3.0 or better
Pixel Shader 3.0, or better.
Recommended:
nVidia 7000 series (7600, 7800, etc)
ATI Radeon x1800 or x1900 series (x1800, x1950, etc).