This plus the talos lobby and space walk exterior in prey would be the most beautiful location in gaming...really hoping for a prey 2 that supports this or maybe support patched into the original.
it is quite cute to see links to the secondary source rather than the first ;)
they dropped numbers after 3. think they moved onto dates like Unity
Maybe like BFV reflections on Low there is a roughness cut off and/or maybe it is selective about which objects are part of reflections based upon some heuristic we do not know.
Shadows are easier case, so I would guess that they are supported.I need some clarification on this front personally. So do developers target the DXR/Vulkan api, then nvidia's drivers handle translating various api calls and accelerating them via the RT cores?
Edit: This is a great demonstration non-the-less. I'm curious to know if this ray-tracing implementation is only good for reflections, or if it can extend to shadows and ambient occlusion?
Looking again you can see some other optimisations - > lower LOD mesh in the reflection:
Ah, thanks! (And for the DF link too)
Every DF video is in fact made in MS Paint (inb4 "that explains the quality"). :D
Every DF video is in fact made in MS Paint (inb4 "that explains the quality"). :D
The wire mesh is not replaced by a rectangular plane, instead you are looking at the light underneath the neon sign in the reflection. (the reflective panels that open up are fully open in that reflection).Interesting things to see, a recursive reflection shows a planar/rectangular area light instead of the neon wire stuff in one scene:
ANd you can see the trails from the moving drone and how it fades away in the opening:
Ah thank you.they dropped numbers after 3. think they moved onto dates like Unity
We do not know how it functions or its visuals and performance, so not much sorcery I am afraid.
Why is the geometry and texture different in the reflection? Its like there's an actual object/mesh there. Do reflections need meshes? Are these meshes actual meshes placed by the developer? Considering that some of these bullets don't have reflections.Looking again you can see some other optimisations - > lower LOD mesh in the reflection:
Reflections need meshes as soon as you don't do them in screen-space (or by using some voxel representation I guess).Why is the geometry and texture different in the reflection? Its like there's an actual object/mesh there. Do reflections need meshes? Are these meshes actual meshes placed by the developer? Considering that some of these bullets don't have reflections.
I've thought ever since the RTX reveal that Compute Shader based rendering has not been explored enough and that nVidia's jump to hardware based raytracing was extremely premature. Compute Shaders can work rendering magic, and I feel like we've just barely scratched the surface of their capability.
Edit; This was posted with the understanding that this was a Compute Shader based implementation. I might definitely be wrong about that; however, I still have the above thoughts about the technique in general.
The thing is that traversing non-uniform, hierarchical, potentially sparse data structures is not something current general GPU architectures are particularly well suited for.Imagine if the RT cores actually end up becoming dead weight in the future or require specific work that devs won't wanna do
I think you are on to something with this. Looks like only the bullets whose bottom edge is directly on the reflective surface are being reflected, even if some part of the bullets that aren't resting directly on the reflective surface should be naturally reflected in the water.Again, all the bits of surface that lack reflections appear to be considerably bumpier than those that have them. I truly don't think that this is about those bullets being excluded from the ray-tracing process and more to do with the properties of the surface in that area. Maybe it's a roughness cut-off or maybe they also take normals into account to decide which surfaces receive ray-traced reflections or maybe there's sth else going on but to me, it really looks like it's to do with the surface, not the bullets.
Yeah that is what I meant, the light underneath it, the artist placed rectangular area light that CE supports.The wire mesh is not replaced by a rectangular plane, instead you are looking at the light underneath the neon sign in the reflection. (the reflective panels that open up are fully open in that reflection).
Everything I know about DXR or as to what VK RT will be is that devs do not do anything with the RT core, it is all in the driver. So devs do not do much with it, it just accelerates, so it will only become dead weight when there is some other way without hardware acceleration that is faster or offers up benefits it currently does not provide - no idea what the heck that future looks like.Imagine if the RT cores actually end up becoming dead weight in the future or require specific work that devs won't wanna do
This is what I get for not following CE so closely anymore :( If it is similar to that that would sure be unique, any idea in your understanding why some objects would not be represented in the reflections? A numbe of those shell casings for example.Implementation of the prototype is available in their github repo. To my understanding the basic idea is storing triangle mesh in SVO leaf node and using SVO as the acceleration structures. In theory this should perform slower than ray tracing using dedicated hardware unit like RTX, but looks like Vlad has done a lot more improvements since his first commit. I only had a glance at the code months ago so I'm probably wrong.
Also, seems like there isn't any glossy reflection in the demo, but that's perfectly doable using their approach.
I didn't know Vladimir Kajalin was still at Crytek. Amazing. Dude has been there for nineteen years now. Most people probably know him as the inventor of Screen Space Ambient Occlusion. Imagine if this tech gained similar traction.
Why is the geometry and texture different in the reflection? Its like there's an actual object/mesh there. Do reflections need meshes? Are these meshes actual meshes placed by the developer? Considering that some of these bullets don't have reflections.
It reminds me of how I faked reflections in SketchUp, copped the whole model pasted it, flipped it on the blue axis and attached to the base o the original model.
I think the issue is (or atleast was) that despite being developed as a third party engine its toolset was still not as good as UE.
Not really tbh.So this implies next gen consoles will have ray tracing in some capacity, right? Next week is going to be very interesting.
There's a lot of smoke around next gen consoles having dedicated raytracing hardware. I personally haven't checked but Arthur from RebelFM has mentioned that AMD and MS have raytracing talks, and it's been reported that AMD is delivering raytracing hardware later this year, and MS is supporting raytracing in DirectX.More developments like this are what we need to get lucky and strike software based raytracing in next gen consoles. Just imagine!
Not a lot of "dead weight", especially in the future. Also I'd imagine the opposite will happen actually - RT cores will become more capable and fast and more IHVs will adopt something like them.Imagine if the RT cores actually end up becoming dead weight in the future or require specific work that devs won't wanna do
This is the underlying idea. However the fact that only one GPU vendor has support for RT APIs right now likely mean that there are a lot of vendor specific code in any renderer using this functionality so far. Doesn't mean that the same code would be hard to run on a different h/w RT implementation but it may not happen automatically as is implied by DXR specs.Everything I know about DXR or as to what VK RT will be is that devs do not do anything with the RT core, it is all in the driver. So devs do not do much with it, it just accelerates, so it will only become dead weight when there is some other way without hardware acceleration that is faster or offers up benefits it currently does not provide - no idea what the heck that future looks like.
I highly doubt that Navi will downgrade compute comparing to Vega in any way.Hmm, is it Compute heavy? because ive read Navi downgrades Compute to focus on other areas, would be funny if Vega has some sort of Ray tracing potential that AMD is going to throw away.
Reflections need meshes as soon as you don't do them in screen-space (or by using some voxel representation I guess).
With raytracing for reflections (in an otherwise rasterized scene) the overhead for shading the reflective surfaces will increase significantly with the amount and detail of the geometry that you are raytracing into to render the reflection. So using lower LoD models for that makes sense.
Also, if it's a dynamic scene, you need to update or rebuild your spatial structure / bounding volume hierarchy to always represent the current scene, which is a significant task that also gets more efficient with simpler and/or fewer meshes.