BloodyIron
2[H]4U
- Joined
- Jul 11, 2005
- Messages
- 3,439
Vulkan went 1.1 like a week ago, and now they need to catch up to this. Hurry up guys! I want X-Plat games! Not Windows vendor locked games...
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Realtime raytracing seems like the proverbial carrot on a stick. It doesn't matter how fast we run, pixel counts and expectations of image fidelity rise just as fast.
I experimented with raytracing back in the 90's first with the DOS versions of 3D Studio Max and Lightwave, and later Povray. I renddred some pretty cool still frames, but I never understood the details of the technology.
How does raytracing differ from what Direct3D, OpenGL, Vulcan, etc. do today?
I don't get it, its not like real time ray tracing hasn't been done before:
I hope it gets better as I understand this is a work in progress but in Remedy's demo, but I've noticed: No support for more than 1 level of reflection (look at the salt and pepper shaker's reflections in the lamps on the tables), and second, no support for any glass or transparent objects (otherwise those would be wine and martini glasses instead of coffee cups to show it off), and finally, no moving objects of any kind (its a hard baked static mesh).