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Announcing Microsoft DirectX Raytracing

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Re: Announcing Microsoft DirectX Raytracing

#161

I'm not sure what's the big deal here; the demoscene has been doing realtime raytracing for many many years: https://news.ycombinator.com/item?id=11848097

Large scene graphs full of dynamically allocated objects with arbitrary motion and animation are a very different problem than a flyover of a static landscape or a Mandelbulb that you’re tweaking parameters on.

Re: Announcing Microsoft DirectX Raytracing

#162

Earlier quoted context omitted.

>My experience with the game industry, even if you have a better way of doing things, if it takes more CPU/GPU cycles that a hack that achieves basically the same quality, it will not be adopted. It is that simple. That's not always the case. Physically based materials, tonemapping and many more were widely adopted in game engines because they're easier to get proper and predictable results with. It's the same with m…

In the realtime performance vs developer time tradeoff, the magnitudes are important... and also, their value . For a long time, games pushed the graphics envelope, but that doesn't seem the case any more. So perhaps that's less important today, and GPUs have overshot gamer needs. OTOH, development costs of AAA games are incredibly high. with larger worlds at higher res. Even worse at 4K. So the question of the magni…

The cost of games is not the render engine, remember that most use ue4 or unity. The cost of games 90% is asset and gameplay and UI/UX development.

Re: Announcing Microsoft DirectX Raytracing

#163
post #156

Earlier quoted context omitted.

How is that free though? You have to fire more rays for each moving object. That's not cheap. And the only thing you get is variable accuracy collision detection.

You wouldn't have to fire out more rays if you could use the same ones that are used for calculating light bounces.

You'd have to be lucky enough to have a ray of light bouncing in the right position and direction, and you'd have to be clever enough to notice it at the right moment (without slowing down regular light tracing algorithm by adding a billion comparison everywhere to figure out if it matches a motion vector). I don't want to be a naysayer after only considering it for two minutes but it doesn't sound very practical to me.

Re: Announcing Microsoft DirectX Raytracing

#164

Earlier quoted context omitted.

I'm not sure it's fair to describe those as hacks. Those techniques are also used for animated movies, which take many CPU-years to render. Those "hacks" are used even when artist have huge amounts of hardware, no real-time constraints, and need extremely high quality. Techniques other than raytracing have an artistic place, not merely a pragmatic one.

Aren't animated movies pretty much universally ray traced?

No-ish:

https://en.wikipedia.org/wiki/Pixar_RenderMan

These days they're pretty much 100% path-traced. But most animated films out there in the history of 3d animation were rasterized.

Re: Announcing Microsoft DirectX Raytracing

#165

Earlier quoted context omitted.

In the realtime performance vs developer time tradeoff, the magnitudes are important... and also, their value . For a long time, games pushed the graphics envelope, but that doesn't seem the case any more. So perhaps that's less important today, and GPUs have overshot gamer needs. OTOH, development costs of AAA games are incredibly high. with larger worlds at higher res. Even worse at 4K. So the question of the magni…

The cost of games is not the render engine, remember that most use ue4 or unity. The cost of games 90% is asset and gameplay and UI/UX development.

By "larger worlds at higher res" I meant higher cost of asset development.

Re: Announcing Microsoft DirectX Raytracing

#166

Earlier quoted context omitted.

Physically based rendering is _not_ the Disney shader and renaming your diffuse maps to albedo because it sounds more sciencey. It’s about the wholesale switch to a fully path-traced framework with a consistent mathematical foundation as opposed to the layered system of hacks and chained prepasses that prevailed in the early 2000’s

This. You can use PBR concepts in an old school renderman style pipeline, but that's not why it's been a big deal in VFX. With a PBRT style renderer, everything is handled in a single monte carlo framework. And once you get an unbiased renderer that meets your standards, you can implement schemes like irradiance caching or photon mapping that introduce bias, but greatly accelerate rendering (and reduce noise). That o…

>It has a performance cost, but if/when hardware can pay that cost in real time, games absolutely will use it.

Which has been said since earl6 2000. But the question is, when? Or if it will ever come?

If you look at road maps we surely dont have that in next 5 years, even unlikely in 10.

Re: Announcing Microsoft DirectX Raytracing

#168

Earlier quoted context omitted.

> Not to sound too crazy but I also have a strong suspicion that if you tied a physics engine to a raytracer, you might get your physics 'for free' which could be a big deal for pushing forward more realistic physics too. Why is that?

To my knowledge, the biggest part of game physics is collision detection. (There's a lot more floats in the geometry of a rigid body than there are in its motion vectors). If you had a perfect raytracer for "free," you could fire out a fiber bundle from moving objects in the direction of their motion to find out what they'd hit.

the main thing with collision detection is narrowing what to search. consider a game with a million spheres: what can you do to narrow it down so you don't have to test each sphere against 999,999 others every frame. firing out a fiber bundle is akin to saying, "find the distance between each pair of spheres and compare that distance to the sum of the radiuses of the spheres." yes, that is a test for sphere to sphere collision, but it misses the problem.

Re: Announcing Microsoft DirectX Raytracing

#169

Earlier quoted context omitted.

Physically based rendering is _not_ the Disney shader and renaming your diffuse maps to albedo because it sounds more sciencey. It’s about the wholesale switch to a fully path-traced framework with a consistent mathematical foundation as opposed to the layered system of hacks and chained prepasses that prevailed in the early 2000’s

This. You can use PBR concepts in an old school renderman style pipeline, but that's not why it's been a big deal in VFX. With a PBRT style renderer, everything is handled in a single monte carlo framework. And once you get an unbiased renderer that meets your standards, you can implement schemes like irradiance caching or photon mapping that introduce bias, but greatly accelerate rendering (and reduce noise). That o…

With 4K around for corner for regular gamer screens, and top of the line GPUs that cannot handle that at an acceptable speed yet, I think it's a long time before we see that. Maybe when a 200$ GPU can do 4K 60 fps, but until then 5-10% gain is seen as worth chasing.

Re: Announcing Microsoft DirectX Raytracing

#170

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…

one tricky thing to code is where you as the player look into a mirror, the trick usually is to create another exact replica of the room you're in and your player and use that like a skybox.

but with this you could have all the particle effects work properly in the reflection.

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