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Announcing Microsoft DirectX Raytracing

blogs.msdn.microsoft.com

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Re: Announcing Microsoft DirectX Raytracing

#61

https://www.youtube.com/watch?v=LXo0WdlELJk I'm pleased to see that the tech video includes spherical mirrors. As I understand it, all raytracing demos are obliged by universal law to include at least three reflective balls in any promotion of the technology. One day, someone will figure out a game where these super-shiny ball bearings are a critical part of the gameplay, and at that point, raytracing will finally ta…

A separate tech demo from Remedy: https://www.youtube.com/watch?v=70W2aFr5-Xk

Re: Announcing Microsoft DirectX Raytracing

#64
post #7

The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…

I really wish i kept a bookmark for an article over at filfre.net, because in it a game dev, from back around the C64 era i believe, lamented how whenever there was a big step up in hardware performance, game developers had a bad habit of getting stuck trying to show how far they could push the hardware while ignoring game mechanics and similar. Effectively whenever some new piece of hardware hit the market, the qual…

Sadistic power fantasies and a general glorification sterile, alienated bullshit always went hand in hand with gaming, in a way, I can't recall a time where crappy but expensive games, with the best bit about them being the box art and the lies printed on the back, wasn't the vast majority of things that were made.

But still, it's really gone places even with such lowly beginnings, and better and better tech is required to dress up the more and more rotten guts. If J.R.R Tolkien could see "Shadows of Mordor", he'd stab his eyes out I'd guess.

It's not just tech infecting otherwise innocent minds and distracting them from solid iterations or free imagining of new things with shiny bling. I remember when it was at least "the Mario series of games" and other such lighthearted notions, and not "franchises" that have "supporters" (the phrases "community" for two or more people doing any specific thing without ever talking to each other, and "supporting X" are the blight of gaming). There's greed at the heart of some of it, and with it other pathologies greed goes great with. I mean, just consider all the people who hunt for "achievements" and even form groups to minimize the sheer boredom of it, but they don't step back and realize it's just a number in a database. And of course, there's more wrong with being "mad" about them doing it, than with them doing it. People have to be trained to be foolish, this takes years and decades, they don't drop out of the womb this dumb.

Yes, I KNOW there's a lot of great stuff, too, and lot of tears and sweat put into it. Some people give their best to produce sublime experiences very few people even get to see, less appreciate, and nobody pays them enough for so that they can do it full time. Others create things they like and then others like them, too.

Re: Announcing Microsoft DirectX Raytracing

#65
post #7

The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…

> - Screen space ambient occlusion, if using SAO, is amazing. Yeah, no. It still looks like "draw a blurry black halo around edges and call it a day" ambient occlusion.

You can combine SSAO with (very coarse) global illumination probes to achieve a very convincing effect.

DOOM (2016) is a good example of this: http://www.adriancourreges.com/blog/2016/09/09/doom-2016-gra...

SSAO has been overused/applied poorly (just like the brown 'bloom'/color grading effect in mid-2000s games), which is why people often dislike it.

Re: Announcing Microsoft DirectX Raytracing

#66
post #7

The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…

While the above is accurrate I think it's a bit one sided. Physically Based Rendering has become the dominant approach in VFX because it's a huge simplification and productivity boost. Integrating tons of special purpose hacks into one renderer isn't just hard for the renderer devs, the control parameters exposed to artists become an absolute nightmare. Combing the PBR perspective with raytracing greatly simplifies b…

I don't think pure raytracing and ray traced global illumination are going to be adopted by many games if there is still such a giant problem with noise. That is far from a solved problem, even in multi-hour per from visual effects renders.

Re: Announcing Microsoft DirectX Raytracing

#67
post #7

The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…

I really wish i kept a bookmark for an article over at filfre.net, because in it a game dev, from back around the C64 era i believe, lamented how whenever there was a big step up in hardware performance, game developers had a bad habit of getting stuck trying to show how far they could push the hardware while ignoring game mechanics and similar. Effectively whenever some new piece of hardware hit the market, the qual…

Perhaps that is what has allowed the indie scene to thrive as well as it has? I'm ok with that.

Honestly I'm not sure why gamedevs seem to care so much about this kind of thing (marketers on the other hand...). Minecraft was worth $2B and intentionally looked like it was rendered in mode 13h.

Re: Announcing Microsoft DirectX Raytracing

#70
post #48

Earlier quoted context omitted.

Today is the day: https://m.youtube.com/watch?v=6xE3J56pabk

"The Future of AI and GPU Rendering" I've used Octane and I think what they are best at is hype.

They're not even very good at that. The framerate of the VERY FIRST clip with the statue of liberty at the start of that video is horrendous.
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