• Marxism-Fennekinism
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    2 years ago

    Can all of you leave the rays alone and stop trying to trace them? It’s hard enough to be a living pancake swimming along the ocean floor.

    And don’t go bothering Ray either. He’s a nice guy and doesn’t deserve your BS.

    • Cicraft
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      102 years ago

      Instead of applying filters over textures once, ray tracing literally simulates photons bouncing all over the place every single frame

      • @[email protected]
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        2 years ago

        *Instead of developers having to use thousands of tricks, filters, shortcuts, and post-processing algorithms very carefully arranged and stacked, ray tracing simulates light waves to arrive at the same end result the same way the world actually works.

        Ultimately, ray tracing will mean the vast simplification (and therefore cost reduction) of the way visuals in games are produced. Which I’d wager is why it’s being pushed so hard.

    • @[email protected]
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      2 years ago

      Rather than have someone paint a light and shadow to lighten the weight of processing graphics on your machine they are leaving ai to do it.

      AI comes with a price. Which is why bit coin was the problem on energy grid. In the case of raytracing it’s nailing your pc hard and it offers no gain

        • @[email protected]
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          2 years ago

          Sure not going to argue. Though it is still drawing on computing power much how ai does which is the point of the post pointing out how it drives hard on gaming boxes.

          You can go back to measuring marios inseam now.

          • @[email protected]
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            22 years ago

            That makes about as much sense as saying that a truck and excavator both draw a lot on engine power, so, same difference.

            Or that both ray tracing and brute force decryption require a lot of compute so they’re basically the same.

            • @[email protected]
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              22 years ago

              Although in this case Nvidia’s ray-tracing does actually utilize AI. Both for image upscaling as well as (iirc) optimizing the number of rays needed to be cast for a mostly accurate image.

    • @[email protected]
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      2 years ago

      Basically, a scene in a game has a bunch of objects in it.

      It’s not to hard to just light them, but it doesn’t look that good. Most games want to have shadows, reflections, that sort of thing.

      The traditional approach is to use a bunch of extra manual work by pre-calculating a bunch of stuff.

      Ray tracing works by simulating how physical photons bounce around in real life. It’s existed for a long time; they’ve used it in animated movies for decades.

      The issue with games is that we haven’t had hardware capable of doing it in real time until quite recently.

      Edit:

      That is to say, if you want to animate water or a mirror with ray tracing, you know where the camera is in the scene, and you know where the water/mirror is, so you know the angle the reflection would have come from. So you bounce the photon back that way til you get to the light source.

  • @[email protected]
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    332 years ago

    I’m surprised they didn’t go with the fact that ray tracing shoots rays out of the camera rather than having light radiate from light sources.

    “That’s a scientifically outdated view of how light works! Light enters your eyes, not the other way around! What is this? Emission theory? Are we back in the 1600s? They’ve played us for absolute fools.”

    • @[email protected]
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      122 years ago

      That’s clever. Only trace the rays that the camera can see and probably cheaper to send some rays from the camera to the sun than vice versa.

      • @[email protected]
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        2 years ago

        Exactly ! this makes the problem potentially millions of times easier, since you know with certainty that every ray fired is going to contribute to the image, whereas firing rays from the light source would guarantee you never see most of them, the processing power is wasted and your image never converges

  • euphoric.cat
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    152 years ago

    ray tracing is absolutely insane in cyberpunk, it blows my mind every time I turn it on but yes, because we are in a transition period with gpus and its less noticeable in other games, therefore significantly lowering fps, I turn it off elsewhere.

    or you know, just be completely uniformed what ray tracing does and complain about not seeing it because your looking for the wrong thing. love it.

  • I Cast Fist
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    202 years ago

    Just a side note: simulating light in a 3D environment is the stuff you could use to write a fucking phd, no joke. And another if you can figure a way to make the algorithm faster

    • @[email protected]
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      62 years ago

      Are you sure? The way I understand it, ray marching is not something that can really replace ray/pathtracing, it’s mainly used for rendering signed distance fields which is cool if you want to draw fractals and stuff, but not very efficient for classical geometry

  • GTG3000
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    412 years ago

    After playing Portal RTX and Quake 2 RTX, my opinion is that what we really need are games that fully embrace RTX as their rendering. Lower poly count, use materials more, lean in onto the cool lighting.

    Games like Cyberpunk 2077 use RTX, but it’s just painted over so it is very expensive for what it brings to the table. Sure it’s more accurate and having reflections is neat, but it costs more than some shadow maps and doesn’t beat good artistic design.

    • @[email protected]
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      32 years ago

      RTX in Spider-Man/Miles Morales on PC was… Amazing.

      Being able to see yourself swinging by windows in realtime, shadows from buildings…

      It was worth the FPS hit.

      • GTG3000
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        12 years ago

        You know, that’s fair. Most of my experience with RTX in games so far been in first person shooters and they’re kind of lacking in environments like those.

        Mostly stuff like slightly better lighting in Cyberpunk or the flickery caustics in recent Robocop game. Bonus points for the games that implement RTX reflections and shadows but don’t have your character reflect or cast a shadow.

    • @[email protected]
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      52 years ago

      Yea were still in that transition period. One of the other problems is having RTX requirements only. Eventually the GTX cards will have to die out in order for this to be achieved though.

      • GTG3000
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        22 years ago

        Yeah, we will only start seeing games that fully rely on raytracing when low-mid tier GPUs will be able to support at least current day RTX 3070 performance. As in, you can do better but at least you can run stuff fully in raytracing.

  • Franzia
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    502 years ago

    The weird hybrid solutions that game devs are coming up with to beat out the old tech without doing full RTX is awesome. And for that reason I like RTX, because its pushing development of ideas that work better for today’s hardware and today’s applications.

      • Franzia
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        2 years ago

        Nvidia is succeeding (in business) by being cunts, In don’t know if they will ever not be cunts. 😂

        But you can still buy freesync and g sync monitors, however it seems freesync won that battle. It’ll be a matter of time.

        • @[email protected]
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          22 years ago

          Don’t even get me started on adaptive sync. New Gsync monitors are finally capable to run VRR with AMD gpus now. Why do they bother still making them, then?

  • @[email protected]
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    292 years ago

    To be fair, lighting is the most important part of generating photorealistic graphics. Having realistic and real-time lighting makes it look so much more realistic

    • @[email protected]
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      2 years ago

      photorealistic … realistic … real-time … more realistic …

      We had a tool for that: it was called IMAGINATION

      The graphical fidelity fetish has complete ruined gamers’ ability to immerse themselves in make believe worlds without the game doing all the work for us

      My tone is /s, but despite my hypocrisy I do believe this is half true

      • @[email protected]
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        102 years ago

        Its not like games that tried to be realistic before didn’t exist and not like games that purposely go for a non realistic style now are not a thing. I’m pretty sure we have more pixel style graphics games coming out now yearly than when they were actually a thing.

        • @[email protected]
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          42 years ago

          We have more indie pixel games coming out yearly than all of the original consoles put together during their lifetime I’m pretty sure.

          • @[email protected]
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            22 years ago

            I wouldn’t be surprised. You probably have young people making games that have nostalgia for games made in the style of 8bit, more than the games that were made that way because of tech constraints.

    • @[email protected]
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      62 years ago

      “Fake it till you make it”. Using various techniques it is possible to simulate a fake ray tracing. It doesn’t need to look as real as in real life, just similar enough so you wouldn’t notice during gameplay.

      AI frame gen and AI upscaling is what I am most excited about…

  • @[email protected]
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    802 years ago

    Getting the vibe that OP is being serious while using a template supposed to be ironic.

    Seems odd to be angry about game graphics progressing. Imagine how it was during the 90s.

    • @[email protected]
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      222 years ago

      And if they are serious it doesn’t make sense, ray tracing, path tracing, global illumination, make a game leaps and bounds more enjoyable for me. Realistic lighting is everything, I cannot wait for the day they finally get the new global illumination system in star citizen…

      • @[email protected]
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        52 years ago

        I cannot wait for the day they finally get the new global illumination system in star citizen

        It’ll happen right after server meshing!

        • @[email protected]
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          2 years ago

          Do you have a gpu that can run max raytracing at 1440p - 100+ fps?

          I’m not saying it’s a worthwile investment, but if you CAN run it well… you’re going to.

          • @[email protected]
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            2 years ago

            Yes I did, still choosed to run games without raytracing on ultra without any upscale. Of course I did notice some (imho!) minor nice lighting and refraction stuff with raytracing, but for me these never justified the performance loss and the soft look of an upscaled image.

            Therefore I’d rather choose not to play with raytracing and I don’t have the feeling that I miss something :)

        • @[email protected]
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          32 years ago

          The biggest reason your not seeing much benefit is because a) the tech hasn’t matured to a point where rasterization techniques can’t produce the same effect and b) devs aren’t developing games with raytracing in mind.

          Honestly, the most impressive examples of raytracing have been Nvidias tech demos, more specifically Quake 2 RTX and Minecraft RTX textures.

          It’s gonna take time for raytracing to impress but when it does it’s going to blow your mind.

              • Flying Squid
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                52 years ago

                I grew up with one too, but I didn’t have that game.

                On the other hand, there was Jumpman…

                • @[email protected]
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                  22 years ago

                  For quite literally years I couldn’t remember the name of that game so thank you! I use VICE these days as an emulator and one of my friends had that game but literally couldn’t remember the name.

      • @[email protected]
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        52 years ago

        I don’t know man, some people unironically thinks the earth is flat, that if a supernova happened in our galaxy the earth would blow up or that Volkswagen is pronounced with an English v and not with f despite listening to a German explain the German v. You can never tell when it comes to internet strangers.

        Most of the comments (at least when I opened the post) were talking about RT as if it all does is ruining performance and shouldn’t be used.

  • Canadian_Cabinet
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    1262 years ago

    Unirronically I agree with this. I still have yet to see a use case of ray tracing that makes it worth the 50% hit in fps.

    • BigDaddySlim
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      122 years ago

      Yup, I have a 3090 and even then I don’t bother with RTX. It’s a gimmick Jensen and Nvidia love to push as a must have feature. In reality you don’t notice it if you’re playing a game normally, it’s a “stop and smell the roses” feature you only turn on to check out once and turn off immediately when you get frame dips.

      • @[email protected]
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        42 years ago

        That is why they came up with DLSS and then the frame generation. But of course it’s proprietary tech confined to the newest most expensive cards by Nvidia. Utterly useless

        • ThunderingJerboa
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          52 years ago

          Are we going to ignore FSR and XESS probably wouldn’t have existed without this push? Like even if you don’t use Ray tracing I think its fair to say you can benefit from DLSS (even though one can argue its a cheap gimmick to raise your fps count) but having it as an option is a good thing.

          • @[email protected]
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            2 years ago

            Frame interpolation is still a weird one to me.

            Like, with how the latency is obviously still tied to the base framerate, and the fact that lower framerates mean less information to calculate good interpolated frames from…

            Basically, the tech is at its worst for low-end hardware that needs it the most. (Which is probably why they chose to restrict it to new models, now that I think about it)

            A 4090 owner turning on DLSS3 is kinda like a dental surgeon getting a third car for their birthday.

            Upscaling has come a long way though, and the anti-aliasing they use in DLSS is so good, they’ve released it as a standalone feature. That I can appreciate, anything is better than what some games do with TAA.

      • ThunderingJerboa
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        92 years ago

        How can you implement anything meaningful with ray tracing when shocker, not everyone can use ray tracing. Games are unfortunately designed for the median crowd. I would argue maybe the next console generation shall be that point when ray tracing is the norm. We have seen this fairly recently with SSDs, where they floated around for nearly 10-14 years in the consumer market being a cool piece of tech but most games were being designed for a hard disk except now most consoles have SSDs as the base standard, so this means the game can be designed around that specification and take advantage of it. Even though I am a PC stan, I understand consoles have a huge impact on the gaming industry.

    • @[email protected]
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      2 years ago

      The problem with raytracing is that it’s real strengths are in places where traditional rendering doesn’t work at all. As soon as raytraced games stop needing a rasterized option, raytracing will really become useful. Most of it’s advantages are around dynamic scenes where you can’t just bake the lighting, or reflections which without raytracing will break if you look at them slightly wrong.

      Edit: Most of the minecraft raytracing implementations are lacking in my opinion, but minecraft is a game that is well suited for raytracing. Really just anything with a dynamic world.

    • @[email protected]
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      2 years ago

      A lot of the implications for ray tracing are on the dev-side of things. It’s a bit hard to explain without going into technical details.

      Essentially, getting light to look “right” is very very hard. To do it, devs employ a lot of different techniques. One of those older techniques is baking the light on static objects, essentially pre-rendering where light goes and how it bounces. This has been done for a long time, e.g. even in Half-Life, the lights are baked for static geometry. So in a way, we have been using ray-tracing in games for a long time. however, it isn’t real time ray-tracing, as the information gets stored in light map textures, so there is no performance impact other than storing the texture in RAM/VRAM and drawing the texture together with others.

      The inherit problem of that technique is that it only really works for static geometry. If you move your light or any objects in the scene, your lightmaps will no longer match. To solve this, there are mixed modes which use real-time lights, dynamic light maps, and other tricks. However, these are often subject to problems and/or the limitations of using real-time lights. Real-time light problems are: You can only do a limited number before getting a serious performance impact, especially if the lights produce shadows. Soft shadows, shadows in big areas, and very detailed shadows are extremely hard to do as well without some advanced tricks. Also, ambient occlusion and global illumination is not something you can just give lights (there is screen-space GI and AO, but they don’t look good in all circumstances, and you have limited control. There are also some other techniques some engines did for real time GI.).

      Also there is the problem of baked light affecting dynamic objects, such as characters. This has been solved by baking so called “light probes”. These are invisible spheres that store the light data and the closest data then gets applied to the characters and other dynamic objects. This again has a some problem, as it’s hard to apply multiple light probes to the same object, so lighting might be off. Also, light direction is not accurate, which causes normal maps to look very flat in this light, and local shadows do not work using light probes. The same is done for reflections using reflection probes which are static. These are 360° “screen shots” essentially storing the reflection at that point in space. This however costs DiskSpace/RAM/VRAM, and it will not hold any information for moving objects (that’s why sometimes you can’t see yourself in the mirror in games). Also, the reflections sometimes look “out of place” or distorted when the reflection probe is too far from the reflecting surface (again, these cost VRAM and RAM so you don’t want to place them in front of every single reflective surface). It costs a lot of time to find the right balance. For the rest, usually screen space reflections are used, as any other real-time reflection is extremely costly as you essentially render the whole scene again for each local reflection. Screen space reflection is an advanced technique that works very well for stuff like reflective floors, but you will quickly see its downsides on very mirrored surfaces as it lacks information that is not on the screen. Some games like Hitman for example use the mix of those techniques extremely well.

      Coming back to lighting, there are now better techniques used for example by unreal and some other engines (and now unity in experimental). The light gets stored in more predictable data structures, such as 3d textures. This way, you can store the direction of all light in each cell. The light then gets applied to the objects passing through those cells. This looks pretty good, and the runtime cost is fairly low, but the storage cost of such textures is a tradeoff of texture resolution and fidelity. These textures cost a lot of VRAM to store and without using advanced techniques and tricks, have their own limits (e.g. for scene size). It also costs a lot of time to create each time you change the scene, and it also doesn’t eliminate all problems mentioned above, like reflections, moving lights, etc.

      Specifically, there is the problem of character lighting itself. Using light probes on characters usually looks pretty bad, as it removes a lot of detail of advanced skin shaders. Even with the above mentioned techniques, character lighting is still extremely hard to do. There is also some other problems, like ambient shadow in already shadowed areas, and light balancing for character versus scene lighting.

      For that reason, most AAA games use separate light rigs for characters. Essentially floating lights that ONLY affect the character and move with them. When the mixing with the scene lights is done right, the rig adapts to the current situation in terms of light direction, color, and intensity. If you look in most AAA games, you can often see situations where rim-light comes from a direction where there is no actual light source. However, this way, the devs and artists have full control over lighting the characters. Essentially like a real movie production would have, but without the limitation of the real world.

      Now, ray-tracing as you know it right now is not quite there yet, but eventually, ray tracing is the solution to a lot of the problems mentioned above. Things like polygon density, light count, global illumination, ambient occlusion, light direction, reflections, and much more are simply “there” for you to use. Now this doesn’t mean that it will automatically make everything look great, but with the overwhelming amount of different tricks that have to be used for current gen games to make the look good, it opens a whole new world of possibilities.

      Also, something that will not directly influence the final game, it will eventually simplify things for devs so that more time can be invested into other things.

      At this current usage of ray-tracing, it’s more like a gimmick, because devs will still focus most resources on the current ways to use light. This is because most people don’t have cards with sufficient ray-tracing capabilities. So for the moment, I agree that the performance hit is not worth it. However, eventually it might become the default way to draw games. While we are not quite there, in terms of performance, I think that things might become a lot more consistent and predictable eventually for raytracing.

      • @[email protected]
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        22 years ago

        Awesome and great explanation for a layperson. Because the industry has been faking lighting for so long and lighting is quite important, the industry has become incredibly good at it. But it also takes a lot of development time that could be spent on adding more content or features. There’s a reason the opinion about ray tracing is extremely positive within the game development industry. But also nobody’s expecting it to become the norm over night, and the period with hybrid support for both raytracing and legacy lighting is only just starting.

      • @[email protected]
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        32 years ago

        Worth mentioning that we’re also about halfway on the average time for these big features to hit significant saturation, like with PhysX. It’s pretty common for a GPU (and sometimes CPU/Chip set) to take 3-4 generations to trickle down enough through new products and used product sales to have decent enough depth/usage. At this point depending on how Apple is handling ray tracing, they might slow down the transition away from rasterized.

      • Juki
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        152 years ago

        YES, thank you! You saved me a lot of writing haha

        This is spot on and the real advantage of ray tracing - when it becomes the norm it’ll look better, provide effects that are extremely difficult or impossible and do so with minimal dev pain.

    • @[email protected]
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      462 years ago

      Remember PhysX back when it was a separate
      card Physics Processing Unit before they shoved it on the GPU before they even had multithreading? Yea it evolved. But the original implementation was not ideal.

        • @[email protected]
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          12 years ago

          Honestly all of the “it runs badly even on a 4090” stuff is talking about 4K with all the settings maxed - It runs at a solid minimum 30 for me at 1440p on my 3080 at nearly ultra settings. As long as you’re not expecting 60FPS at 4K, you can enable RT overdrive on affordable hardware.

    • @[email protected]
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      162 years ago

      Raytracing is good but the problem is that were are in a transitional period (and Nvidia keeps upselling it’s products)

    • @[email protected]
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      2 years ago

      I haven’t personally experienced a game that made use of it, so it must not exist

      This u?

    • @[email protected]
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      92 years ago

      Spider-Man 2 has launched with ray tracing always on and looks and plays phenomenally. Super immersive to swing around the city and have proper reflections off all the skyscrapers!