3 ms·
Two points: - What you said is true of any rendering method you use. If you have a complex scene, it'll take more time to render one frame. - What I said abou
by fizixer 8y ago
Two points:
- What you said is true of any rendering method you use. If you have a complex scene, it'll take more time to render one frame.
- What I said about 2018 or 2019 is what nVidia's promotion is all about. See the demos linked at the bottom of my comment. They keep calling it 'real-time ray tracing' but it's really 'real-time path tracing'. And it's already happening.
[1] https://www.youtube.com/watch?v=Vdnwrt3Xdak https://www.youtube.com/watch?v=Vdnwrt3Xdak
[2] https://www.youtube.com/watch?v=tjf-1BxpR9c https://www.youtube.com/watch?v=tjf-1BxpR9c
[3] https://www.youtube.com/watch?v=jkhBlmKtEAk https://www.youtube.com/watch?v=jkhBlmKtEAk
- valine 8y agoI don’t think that’s realtime path tracing. It looks to me like they’re doing ray traced reflections and shadows and combining that with light probe global illumination. It’s cool, but not revolutionary.
- gt_ 8y agoThese samples just don’t look that impressive to me. It looks like they are just milking some tweaks in each one. [1] Looks really good but only one light source and barely even a bounce of light. Nice backlight halo, but that’s not ray-tracing. [2] Obviously a lot going on here and some progress of some sort but if only all the reflections weren’t so blurry. What’s up with that? [3] 99% of what makes this scene look good is the PBR texture tuning. This lighting does not look good and nothing is moving. Very few reflections and small but they do look proper.
- joosters 8y agoGood to see that they are following the universal law of raytracing demos: a reflective sphere stuck randomly into the scene (at just under two minutes into the first video) If you're trying to demonstrate the 'real world usefulness' of raytracing in games, the appearance of shiny ball bearings is a clear sign that you've run out of ideas.