4 ms·
To be honest our real-time RT works only because we're "cheating" with denoisers working in spatial and temporal domain.
by RicoElectrico 3y ago
To be honest our real-time RT works only because we're "cheating" with denoisers working in spatial and temporal domain.
- corysama 3y agoSure, to get Cyberpunk 2077 at 4K 60FPS, we cheat like hell. But, a scene from 70s ray tracing research at 800x600x24 fps on a 4090 doesn’t need to cheat much.
- ryao 3y agoDoes cyberpunk 2077’s overdrive mode remove the cheating or is it still cheating beyond the use of a denoiser?
- dahart 3y agoIn a way, yes, partly because we’re rendering typically larger images now (1080p is 4x larger than 800x600), but also because the image quality standards are very high, and because scenes are enormous compared to a pair of spheres and a checkerboard plane with a single light, because games don’t get to spend the entire frame budget on rays, and because we’re using a lot more stochastic sampling now using path tracing than what Turner Whitted did. We do get the 500,000x relative to Cray, and denoising effectively adds another x-factor on top of that, and that’s what it takes to get today’s games up to passable real time ray tracing. On the other hand, genuine real-time ray tracing without denoising has been possible for a long time for toy scenes outside of games, it all depends on what goal posts we’re talking about exactly, right?
- deleted 3y ago[deleted]