• Ray tracing support found in EA's Battlefield V
    91 replies, posted
why though There's literally no reason to go real time for prerendered stuff like animated movies. Real time rendering will always use approximations to make things look good enough while still being fast enough to render at 60 fps or what have you. When you're rendering something not in real time you might as well take the extra time to get a more accurate, thus better looking, simulation rather than making all sorts of compromises to render faster.
This is probably gonna be a PC-only feature for a long time. I don't expect even Microsoft and Sony's Gen9 consoles to have RT capability; we'll probably see it in Gen10 at the earliest, and that's gonna be mid-2020s.
Man, those demonstration highlights have the people narrating them sound almost like they're addicts, taking a hit of that good ol' ray-tracing tech every time they turn it on.
The problem is when it's a proprietary standard that other manufacturers literally can't design for.
That was clarified eventually in the thread but people were bringing up the likes of physx which I assumed peachy was responding to.
This makes me really excited, I miss how games all the way back in the 90s and early 2000s had real-time reflections in mirrors and such, but due to new rendering techniques it all had to go away. I hope this generation runs the tech well enough that more games start to adopt it, and make it a standard for new generations. Also, fuck Screen Space reflection, I just turn off that shit even when using a PC that handles it, cubemaps are more immersive, at least they don't glitch out and make everything look artificial.
As good as this is for realtime reflections, there's shadows that aren't being cast underneath cars and it looks like the thing is floating, sure we might have fire behind us being reflected in a window in front of us, but if there's a lack of shadow underneath a car then I don't care. I can see the applications of this for gaming, like looking around corners via a reflection of a person showing up on reflective surface, but they need to work on other aspects of the scene aswell or it looks shit. The realtime reflections back then had an easier time rendering them because there was less shit to render, everything was a lot simplier, now everything is complex as fuck, you use old techniques in modern engines it'll just tank the framerate.
The issue is that we'll have two competing standards and Nvidia will use its market dominance and developer apathy to actually do a decent job to just pay them off like they did with Gameworks. The hardware may be on the next set of AMD cards, but they're solution will almost always be ignored even if its better in the long run.
Well, it might get used in a few years when next gen consoles come out and the trend of using AMD GPUs continues
PhysX is one of the most used physics engines around
Hey now, let's not forget the stiff competition from Box2D.
yeah but it's pretty neutered in most applications
Wasn't that the old flash sort of thing, I seem to remember that from somewhere. In any case, it always irks me when people seemingly forget that GPU accelerated PhysX only exists in like 0.5% of games that use PhysX. Most games that use it do so entirely in CPU mode, and you'll find it in anything from 3DS games to PC games to Xbox games.
I think it's always good we're moving forward in terms of graphical technology, even if the stepping stones to make it feasible may or may not be exclusive to hardware from a specific manufacturer. Everyone else will follow suit eventually, and in due time it will become a standard that we expect to be there, just like how ragdoll physics, bumpmapping and real time shadows being a regular thing ever since they were introduced. One thing I wish though was these kind of fancy tech being showcased first on some big sprawling single-player experience like an RPG or open world sandbox. I know BFV is gonna have a campaign too, but it seems more appropriate to showoff these kind of tech for people who would prefer to have all bells and whistles on compared to a multiplayer where a large majority might want to opt-in for performance and visibility during competitive play. Nonetheless I think this is some neat stuff and the further it gets developed, the better it will be over the years.
Well apparently Final Fantasy XV will support it.
Ready to donate my kidney and two legs for an RTX
Hopefully they keep it an option that doesn't interfere with normal stuff in regards to Final Fantasy XV. I'm running a 1070, an i7-6700, and 8GB of RAM plus the Special-K tool that's supposed to help performance; despite this, FFXV is ridiculously crash happy and they still haven't fixed the memory leak issues it's had since release back in March. If Raytracing gets added in you'll really need the beastliest of rigs to hope to run it at even a stable framerate, because this thing is unoptimized as shit.
I can't imagine that any of the games that will support this at launch will have it as a mandatory feature.
I hope these new hardware blocks on the GPU and using them to calculate reflections will eventually become a standard - SSR kinda sucks
I can't imagine any games making this feature mandatory, unless the game is made by a small indie studio and mirrors happen to be the #1 most important thing in the game. Unless I'm mistaken, it's solely tailored to replacing reflections and GI. It's still used, but only for 2d games. I've never seen it in flash, afaik it's mostly tailored to native games rather than browser ones.
https://www.youtube.com/watch?v=frLwRLS_ZR0
I mean, it's called Box2D. Of course it's only for 2D games. Also IIRC it started written in flash and has been ported to many platforms since then.
Man I'm satisfied if I can keep over 40.
Hey nerds I'm getting tired of explaining this but here goes again, ray tracing is not Nvidia exclusive. RTX is Nvidia's hardware and driver stack that computes instructions given by Microsoft DXR. If AMD engineers a similar hardware compute core for ray tracing, it'll be able to take instructions from DXR as well and run ray-traced effects in games just the same as Nvidia cards can.
You can blame Nvidia for a lot of things, but you can't blame them for being ahead of the curve.
People will try to blame Nvidia (or any industry leader, really) for anything. Being a contrarian is in vogue.
I'm sure we'll notice the reflections in the soldiers eyes when everyone's running 20 miles per hour and the screen is shaking violently from flashy explosions
if you're not using every bit of detail to your advantage during an intense match then you're not a true gamer and you're letting your team down
Ray tracing is useful for way, way more things than just reflections and all this post shows is your ignorance on the subject
Excellent video. I am going to save this for future explanations.
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