Oh HDR is coming baby!
Oh HDR is coming baby!
Oh My God, around 4:10 in the video, someone in the comments of that video noticed this:
The grass reflected with SSR on the blood puddle is moving in the reflection just like the real grass but when RT is enabled, the grass doesn't move. Iirc DF highlighted that issue in RTX enabled games. I don't know if this is a problem related to RT in general or the now old and unoptimised RTX solution.
Edit: I think it was DF COD MW RT shadows for the grass don't move when RT shadows are enabled while rasterized shadows of the grass move.
Edit 2: I think such issues including the other issues mentioned in the video are due to the fact RTX is now used as post process effect that was injected on top of the game layer rather than having the whole game built from scratch based on it, thus such errors appear and can't be corrected in one click.
Were you just offered a job by Nvidia?That happens because Grass is animated in many games by a Trick colour vertex colour Animation. That cannot be represented in RT since it is not actually moving the geometry.
Ray tracing is World space, not a screen space post process...
Haha no. DF forever Baby.
Do you really think that training cost is that high? I thought that quad 2080ti setup running for few days should be enough to train it.The highest cost of DLSS is training which NV runs on their own GPU farms and even if they'll open them to 3rd parties it'll will still have a significant cost which likely nobody would be willing to pay to create something which at the moment is only capable of running on NV PC h/w.
DLSS is there because tensor cores are there in Turing. Until there are no other h/w with similar capabilities on the market there is no interest in producing something which would only run on NV h/w anywhere but inside NV. Once (and if) this will change I'm sure that 3rd party options will appear without any help from NV. It also remains to be seen if AI upscaling is even the best approach to this problem.
Oh My God, around 4:10 in the video, someone in the comments of that video noticed this:
The grass reflected with SSR on the blood puddle is moving in the reflection just like the real grass but when RT is enabled, the grass doesn't move. Iirc DF highlighted that issue in RTX enabled games. I don't know if this is a problem related to RT in general or the now old and unoptimised RTX solution.
Edit: I think it was DF COD MW RT shadows for the grass don't move when RT shadows are enabled while rasterized shadows of the grass move.
Edit 2: I think such issues including the other issues mentioned in the video are due to the fact RTX is now used as post process effect that was injected on top of the game layer rather than having the whole game built from scratch based on it, thus such errors appear and can't be corrected in one click.
Could be wrong about this or how it works but it may be because they simply don't take minor decals into account when building BVH. It's either that, or the decals are added after ray tracing is done.Has anyone noticed a problem in the catacombs hub? There are a couple of signs reflected in puddles of water on the floor. The reflection as rendered does not represent the sign correctly as it's missing decals. The sign is blank in the reflection. I think you can see it in Alex's video when he talks about problems with the reflection of a lantern.
I'm curious about how this happens. Is the reflection rendering a different asset or is the decal on the sign rendered in a pass that comes after the ray tracing? Is some thing else going on entirely? Thanks for the video, Alex.
I assume that it's the most time - and thus money - consuming part of DLSS implementation.Do you really think that training cost is that high? I thought that quad 2080ti setup running for few days should be enough to train it.
My guess would be deferred decals.Has anyone noticed a problem in the catacombs hub? There are a couple of signs reflected in puddles of water on the floor. The reflection as rendered does not represent the sign correctly as it's missing decals. The sign is blank in the reflection. I think you can see it in Alex's video when he talks about problems with the reflection of a lantern.
I'm curious about how this happens. Is the reflection rendering a different asset or is the decal on the sign rendered in a pass that comes after the ray tracing? Is some thing else going on entirely? Thanks for the video, Alex.
WOW, didn't know that! thanks for the explanation!That happens because Grass is animated in many games by a Trick colour vertex colour Animation. That cannot be represented in RT since it is not actually moving the geometry.
Water surfaces use Screen Space reflections mainly for many environment assets, but combine them with RT reflections for close objects and dynamic objects, water is the only RT limitation in the game, I don't why, something to do with the engine I am sure.Has anyone noticed a problem in the catacombs hub? There are a couple of signs reflected in puddles of water on the floor. The reflection as rendered does not represent the sign correctly as it's missing decals. The sign is blank in the reflection. I think you can see it in Alex's video when he talks about problems with the reflection of a lantern.