I thought they did this only in a few titles. Q2 RTX is in house and maybe BF V?
i would add watch dogs: legion and the big jump in GPU RT requirements from 2080 ti to only 3080/90 at 4k
I thought they did this only in a few titles. Q2 RTX is in house and maybe BF V?
I stand corrected, TY.
While I think it's important to recognize the different features and which card is at the top of the heap for the preferred resolution...it would be silly to dismiss how close the cards are now and what it means for future hardware.
This is going to be GREAT for competition, pricing, and later performance. We needed this.
Don't take my word for fact. I could be completely wrong. It's just my understanding on how it works. I just know that real time shadows/lighting is based off light source, and it has to work the same with Raytracing. Since the devs don't prerender anything for raytracing effects, what is rendered is completely controlled by the drivers/hardware, which also has to be based off light source, it's location, etc.
Also, my thinking of the Nvidia / AMD showdown was going to come down to availability. Regardless of what card had the better performance, it was irrelevant if you couldn't easily buy them without resorting to unconventional means.
Example is surfaces that are dark and dull as intended, still get ray traced adding a shine to it, and some reflection to it, when it shouldn't as dark and dull surfaces do not reflect light, they absorb it, making it look unrealistic
Even windows, with reflections, Nvidia tries to reflect everything all the time, when in fact, reflections and the intensity is determined by light source, amount of light reflecting off all the surfaces, angle, etc.
I think both AMD and nV will ramp up in Dec. For AMD AIB cards release on Black Friday. MC lines will be miles long....
You always sound so sure I took it for gospel.
Can you give some examples of this? If this was remotely accurate it would have been picked up by countless tech sites far more familiar with ray tracing.
This is exactly how reflections in Control, Battlefield 5, and Watch Dogs Legion behave. By definition (and I'm talking about real ray tracing), you will get an actual representation of reality because you're actually following the path of a ray. We're a far ways from pinpoint, fully ray traced rendering but what we've seen thus far is very accurate in terms of reflectivity, lighting, transparency, distortions, etc.. In other words, ray traced reflections are about as realistic as you can get and not "unrealistic" as you've described. Unrealistic would be the current tricks with SSR that look really out of place. Digital foundry did a very good video on ray tracing in Watch Dogs legion, covering an area in the park during rain that was far more "realistic" with ray traced reflections than without.
Unfortunately, your explanations seem to be masking the shortcuts seen in console ray tracing and the discrepancies seen in Watch Dogs Legion. Instead of trying to justify what's not being rendered as a poor adhoc explanation for what you think should be rendered, look at the analysis itself. Everything points to a bug in the ray traced render in WDL, which when fixed should look no different than Nvidia's ray traced image under the DXR spec.
Don't believe a person's strong conviction on a subject to be fact. (it's part of being a stubborn man, who believes they are right).
I'm not going to get into another argument on what YOU see, and what I see. it's pointless. You have your opinion, I have mine. Leave it at that.
Well you made a statement about ray tracing accuracy and justified AMD's anomalies for WDL even though it has been identified as a bug. I just wanted to get to the bottom of it. There can only be technical discussions on this, not perceptions, especially since we're bringing the DXR spec into light.
Well you made a statement about ray tracing accuracy and justified AMD's anomalies for WDL even though it has been identified as a bug. I just wanted to get to the bottom of it. There can only be technical discussions on this, not perceptions, especially since we're bringing the DXR spec into light.
Why are you trying to bait me into an argument.
For my education, is he wrong? I really don't know exactly how this is rendered.
For the most part yes. When using ray traced global illuminations, it replaces the standard lighting and shadow system. The drivers and hardware should not have an impact on the final image's shadows/reflections and intensity unless shortcuts are taken or there is a genuine bug somewhere in the pipeline.
Remember, ray tracing is all calculations, nothing more. The RTX cores don't do any rendering, they just do the math. The same complex ray tracing calculations done on RT cores can also be done a simple cores, at a much slower rate of course. This is how it's done on Pascal cards, the calculations are just offset to somewhere else. This is also how its done AMD cards although they like to call there cores "ray accelerators" but it's really part of the same unified pipeline, not dedicated like RT cores.
Now, DXR determines your number of rays, what's being ray traced, etc... The math is offloaded to the GPU which then renders the final result. This can theoretically all be done via CPU (at maybe 1 fps or less) but the image shouldn't be different unless shortcuts are taken somewhere in the pipeline, most likely the software/driver level not the hardware.
The only aspect I'm not entirely sure about is the denoiser, I don't know if that's controlled under DXR or up to the hardware to denoise. This wouldn't affect what's being in terms of what's being reflected though, number of rays, etc..
Acroig stop fishing.
Thanks for putting my ass in the know.