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Nvidia Real Time RayTracing coming?

Stoly

Supreme [H]ardness
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Jul 26, 2005
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According to Videocardz, nvidia will be announcing RayTracing for Gameworks. Bringing real time cinematic quality rendering to Unity, UE and Frostbite engines.

After Intel abandoning RayTracing with Larrabee, I thought it was pretty much dead. There were some glimpses a couple of years ago but not much really.

I don't think its actually RayTracing, but some type of hybrid rendering. Hopefully we'll know more by monday.
 
Ray tracing is the future, it’s not at all dead. We just need much more powerful hardware to realistically use raytracimg in real-time. This TRX about to be announced is probably a framework that allows different degrees of raytracimg to be used, depending on the nvidia got power. Many games already use raytracing for small parts of their rendering pipeline, but to render the whole scene, don’t expect a 1060 level card to ray trace much.
 
According to Videocardz, nvidia will be announcing RayTracing for Gameworks. Bringing real time cinematic quality rendering to Unity, UE and Frostbite engines.

After Intel abandoning RayTracing with Larrabee, I thought it was pretty much dead. There were some glimpses a couple of years ago but not much really.

I don't think its actually RayTracing, but some type of hybrid rendering. Hopefully we'll know more by monday.

Definitely interesting.

I think we'll see a DX12.1 / DX12B / DX13 first though. I think think they're going to wait for some backend mechanics to get sorted and go from there. I just don't think anyone in the mainstream is interested in pushing the edge at the this time :/

For shame
 
I wonder exactly how much processing power (as well as memory, etc.) a video card would need in order for full frame real time ray tracing?
 
There are just too many performance benefits offered by traditional rasterization - and with the modern APIs, they've already been using ray tracing in certain effects (like refraction). Even a lot of Pixar's effects are still done traditionally for performance reasons because the result is indistinguishable.

But I will fully agree that lighting, shadows, and atmospheric effects could greatly benefit from ray tracing - its just that there is no point in ditching highly optimized tools for chasing the dream of a fully ray traced scene. I've seen a few radiosity implementations over the past few years that look very encouraging, but I don't know if ray tracing is needed there either.

Also worth mention, alternatives to ray tracing are in the works - Metropolis Light Transport looks quite interesting, and some varieties of ray casting are also being investigated.

Whatever next-generation real-time rendering technique takes hold, I believe it will be a combination of the best technologies available at the time.
 
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