4 ms·
DLSS is a big part of the magic here. Ordinary 1 ray per pixel would be barely enough, let alone 1 ray per 2/4 pixels. We're really got the "trickery" to thank
by operator-name 3y ago
DLSS is a big part of the magic here. Ordinary 1 ray per pixel would be barely enough, let alone 1 ray per 2/4 pixels. We're really got the "trickery" to thank as without it we'd be taking a large step back in terms of detail.
- newZWhoDis 3y agoRaster has decades of trickery built in. PT will catch up.
- cubefox 3y agoThe main "trickery" comes before DLSS, namely via the heavy use of a denoiser. This reduces the required ray count to a small fraction, while still yielding acceptable quality.
- phatfish 3y agoI think the big gain came from "ReSTIR". The previous games released with RT "remasters" like Quake 2 have only a few lights that need to be traced per frame. ReSTIR apparently can optimize how rays are traced and allows for far more light sources to be visible. This is where the performance gain for the 100s of lights Cyberpunk might have in a single frame comes from. https://research.nvidia.com/publication/2021-06_restir-gi-path-resampling-real-time-path-tracing https://research.nvidia.com/publication/2021-06_restir-gi-pa... There is a "Digital Foundry" video which mentioned it.