3 ms·
We really don't have the ray-budget for translucency with RTX. We basically only have the ray budget for a handful of rays per final screen pixel, and good tran
by Jasper_ 5y ago
We really don't have the ray-budget for translucency with RTX. We basically only have the ray budget for a handful of rays per final screen pixel, and good translucency requires dozens for every interacting surface. There's a reason most engines using RTX only use it backed with a deferred style implementation.
- dahart 5y agoIf you’re talking about games, I agree, and there are multiple reasons, but generally speaking for viz or pure rendering or other cases, the budget might be bigger than you think. I’ve implemented real time transparency + path tracing in OptiX. Depends on your quality goals and denoiser options too, but several billion rays per second is a lot.