shad0w4life
Gawd
- Joined
- Jun 30, 2008
- Messages
- 689
Looks VERY good, better than any implementation to date I'd say
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So when this gets implemented in to games and released, will RTX cards have any additional benefits from their tech?
Or will the tensors etc just be dormant?
Crytek undoubtedly has a DXR/Vukan hardware ray-tracing renderer working, but this is likely aimed at potential engine licensee clients that want to hit a 'wider' base. What we don't know is what settings and performance we're seeing in the video.
Would a driver be able to delegate the RT task to the RTX core ?
Would a driver be able to delegate the RT task to the RTX core ?
The video description says it was done in real time, and the youtube video itself is 4K @ 30 FPS.
*That* was done with a Vega56?!?!?!?!?! Woooooooooow! nVidia's RTX is now, undoubtedly, a broken mess and complete gimmick.
It really isn't. The technique used by Crytek here is SVOGI which uses voxel based cone tracing which is faster than actual raytracing but also is going to produce more artifacts (not really apparent in this small scale demo). Nvidia RTX is meant for accelerating raytracing tasks. You could build a hardware agnostic raytracer but then implement acceleration by using Nvidia RT cores. Which is actually exactly what Crytek plans to do for these features in the future.
I guess you didn't see the 'noise' in BF5 from the DXR implementation.
This demo is not without issues, notice how the round casings being hexagonal in the relfections?
View attachment 148845
Why can't Crysis run this demo on a Vega 56/64, Radeon VII, a GTX 2080 and GTX 2080TI and report the results. Just use the same cpu.
Wouldn't this better show the effect of ray tracing cores vs no ray tracing cores?
Because it's not capable of using Nvidia's RT cores at the moment. It's something they will implement in a future update.
We need technology that is hardware agnostic and good performance for adoption’s sake...
Actually the octagon effect you are referring to is an optical illusion caused by the bottom of the casing being submerged in the water, as well as the moving water/ripples cutting off the reflection of the top of the casing. As well as shadows and lighting helping the effect.This demo is not without issues, notice how the round casings being hexagonal in the relfections?
View attachment 148845
Actually the octagon effect you are referring to is an optical illusion caused by the bottom of the casing being submerged in the water, as well as the moving water/ripples cutting off the reflection of the top of the casing. As well as shadows and lighting helping the effect.
Looks to be non-tessellated, optimization for reflections in the demo to keep geometry down.It's a hexagon, and no, that's not it. It's clear between multiple casings that a hexagonal shape is being reflected.
Looks to be non-tessellated, optimization for reflections in the demo to keep geometry down.
Well since AMD can get geometry limited quicker than Nvidia GPU's, reflections will have none viewed objects that will need to be present for ray tracing to work (looks like a simplified geometry for ray tracing purposes and rendering for reflections). Game engine looks to be ready for next Gen Consoles, so running on AMD would be paramount. PS5 ~ Vega 56 in other words. What we need is a release demo so we can figure out the performance, better yet a real game.Sure!
The main question is, 'what corners are they cutting?'. Can't say that Crytek's implementation is any better or worse really without more direct comparisons, to include what kind of performance they're getting here to begin with.
Honestly that looks great. If that has good performance and is hardware agnostic it’s way better than what we traditionally have. I guess we’ll have to see on performance.
We need technology that is hardware agnostic and good performance for adoption’s sake...
As said multiple times, DXR is hardware agnostic. So long as the hardware supports feature level 12_1 it can do DXR if the drivers are programmed to forward the API calls.That looked amazing. And not hardware dependent? Where do I sign up?
DXR is hardware agnostic![]()
As said multiple times, DXR is hardware agnostic. So long as the hardware supports feature level 12_1 it can do DXR if the drivers are programmed to forward the API calls.