Screen-space ray tracing combines both advantages of graphics rasterization pipeline and path tracing. This usually consists of two stages, building and tracing. The first stage is building data structures (DS) in the perspective space. The second stage is tracing the primitives walkthrough by the ray. Fully paralleled algorithm on graphics processing unit (GPU) is essential to accelerate the building DS stage. We introduce a scheme called clustered deferred ray tracing (CDRT), replacing the tiled buckets with clustered buckets. Our method extends deferred image-based ray tracing (DIRT) which has strong continuum between rasterization and ray-tracing approaches for fully dynamic scenes. Originally, the algorithm can only run on NVIDIA Maxwell architecture. We replace the tiled DS to clustered DS. This framework is portable on general GPUs and keeps most of the features in DIRT.