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Socoder -> Off Topic -> DirectX12 Raytracing

Tue, 20 Mar 2018, 09:42
Jayenkai
Raytracing? Linkage

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Tue, 20 Mar 2018, 09:42
Dan
and ancient-tracing: http://zgodzinski.com/blender-prehistory/ !
Tue, 20 Mar 2018, 12:54
rockford
Nice
Thu, 22 Mar 2018, 15:01
Jayenkai

View on YouTube
Fri, 23 Mar 2018, 03:56
therevillsgames
Very cool!
Fri, 23 Mar 2018, 05:02
GfK
They were on about this at the Unity Keynote at GDC in the implications for baking lightmaps. Currently a decent sized-level can take a few hours or more which has *always* been a pain in the arse. Now that's been reduced to a couple of seconds which is bloody amazing.

It was bad in Unity4 with Beast, and worse in Unity5 (Enlighten). To have such a massive feature as good as instant.... might just be worth the upgrade to Unity 2018 now.
Fri, 23 Mar 2018, 05:04
rockford
It's all about lighting effects etc. So how come I still see the characters floating over a background, rather than being part of it? Because the lighting and camera effects are still not perfect.

Good, but not we're not fully there yet. And, apparently, it's running on $60K kit... So yeah, there's a long way to go before this ends up in games.
Fri, 23 Mar 2018, 05:09
GfK
Yeah it's always the case that you need hardware with massive balls for the groundbreaking stuff. But it's scary how we've gone from shitty 8-bit graphics to [almost] broadcast-quality realtime CGI in only a few decades.
Fri, 23 Mar 2018, 05:10
rockford
Yeah, it'll probably be with us next-next gen.

And shitty 8bit graphics were not shitty at the time. Well, sometimes they weren't!
Fri, 23 Mar 2018, 05:16
Jayenkai
I reckon it won't be too hard to get this raytracing to work well on realtime character models, either. Assuming you "bake" the majority of the lightmap into scene when it's loading, you should be able to minimally apply the raytracing to the character, frame by frame.
They won't need perfect 100% raytracing, as most of the time the character would be in motion.. But at the same time, if the player stops moving, the gradual buildup of "proper render" will look infinitely better than none-at-all. (I'm thinking maybe dither the raytracing, or something like that, so that points are done every other frame.)

The main issue, however, is with the reflections and whatnot. The whole point of doing "realtime raytracing" is that reflections work in a more "perfect" manner. Any and all cheating will show up a mile off.

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Fri, 23 Mar 2018, 06:05
rockford
I just want good games. I really don't care that much about the graphic fidelity.
Tue, 27 Mar 2018, 14:32
Pakz
I watched a new Nvidia event a couple of hours ago. It appears the realtime raytracing setup costs 16000 dollars. I had hoped something cheaper. For now I think it is just for movies and such. I fear it wil take a number of years before these things wil be for the gamers and regular game developers.

They showed more things. One being a setup than can download 14000 movies a second.
Tue, 27 Mar 2018, 14:34
GfK
Are there even storage devices that could handle that much data per second?
Tue, 27 Mar 2018, 14:39
Pakz
www.anandtech.com/show/12587/nvidias-dgx2-sixteen-v100-gpus-30-tb-of-nvme-only-400k

I think this was it. Costs $400.000 though
Tue, 27 Mar 2018, 15:28
Jayenkai
I expect the console manufacturers* will be desperate to take advantage of this tech. Expect it in maybe a couple of generations, once they can beat the price down a little bit!! Other than that, fancy tech demos will have to suffice.

*except Nintendo. Nintendo don't push. They play with what they have. Have you SEEN how good Mario Odyssey can look?

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Tue, 27 Mar 2018, 16:01
GfK
My kid would love Mario Odyssey. But... you know... me and Nintendo... :/ ...plus my days of buying a console for one or two games are long gone.

I don't care much for this cutting edge stuff in games. Realism is OK but I kinda like things to acknowledge that they're still CG.