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#1 |
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Senior Member
Join Date: Apr 2007
Location: Oslo, Norway
Posts: 1,086
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I haven't seen this posted, Quake Wars redone with Ray tracing by Intel.
http://games.slashdot.org/article.pl.../01/26/0336245 It probably fits better in another sub forum, but I don't dare venture outside the Console parts, so I stuck it here. Its a pdf (http://www.intelsoftwaregraphics.com...2224&siteid=32) with a rundown on what and how etc. |
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#2 |
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Member
Join Date: Dec 2007
Location: London, England
Posts: 287
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I didn't realise they converted quake wars too. Makes for interesting stuff, but goes to show how computationally hungry the ray traced renderer is at the moment.
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#3 |
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Registered
Join Date: Jun 2007
Location: Vienna, Austria
Posts: 4
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A few days ago, the German website computerbase.de posted an article by Intel's Daniel Pohl who already made Quake 4 work with ray tracing. There is a short video:
http://www.computerbase.de/artikel/h...rs_raytracing/ |
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#4 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,496
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If we ever get raytracing hardware it'll mean wavetraced audio will be easy to do
I have a couple of noob questions: 1. you shoot rays from every light source to the camera ? 2. if yes how many ?
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ Last edited by Davros; 26-Jan-2009 at 22:19. |
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#5 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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#6 |
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chaos dunk
Join Date: May 2003
Location: Mountain View, CA
Posts: 3,274
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If you shot from light sources, only a minuscule portion of rays would actually contribute anything to the scene, so you shoot from the camera.
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#7 |
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Darlek ******
Join Date: Jun 2004
Posts: 9,496
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ahh, how many rays ?
ang on how do you know what angle to shoot the rays at and if you shoot out a ray how do you know it will eventually end up at the light source
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Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
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#8 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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#9 |
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Junior Member
Join Date: Jan 2009
Posts: 30
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Nice but thay still use "normal " res texturs, also there seems to be none of the bigest ray trace benefit to lightening. However reflections look realy nice.
I did test the IRT real time ray tracer on 1 Ps3. And the car "Ferrari" was 500k polys had transparent windos and reflections on both the car windows and rear-view. Also 4x AA@720p FPS was @1-2FP/s turn of AA and frame rate went up to 5-10FPS turn of reflections and i got ca 20FP/S. Strange thing is according to IRT if you use 3 PS3 you will get 20+FP/s even if you have reflections and AAx4 on. realy strange ? But still ingame real time ray traceing is many moons away i think. |
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#10 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Quote:
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#11 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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If any of you missed it the first time, you can check the movie here.
This report was disappointingly light on implementation details though. Oh well.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#12 | |
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Member
Join Date: Jul 2004
Location: Amsterdam
Posts: 149
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Quote:
http://ati.amd.com/developer/SIGGRAP...tarCraftII.pdf |
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#13 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Thanks! I'm about half way through and so far it's been a great read.
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#14 | |
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Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
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Quote:
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What the deuce!? |
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#15 |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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That was my impression as well. It seems like they were really making sacrifices for the lowest common denominator. How important is it for a mid-late 2009 game to support <SM3.0 cards?
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#16 |
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Member
Join Date: Jul 2004
Location: Amsterdam
Posts: 149
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I guess it depends on what kind of market you are targeting. Blizzard has always developed games that scaled very well on lower-end hardware and that must have had a very positive effect on their bottom line (you can run WoW on pretty much anything albeit lowering the detail a lot). The PC gaming market is shrinking and we're in the middle of the worst economic downturn most of us can remember which will inevitably slow down the upgrade cycle. Under these circumstances supporting PS2.0 cards will probably yield a nice ROI. Besides it could also serve as a fallback for people with PS3.0+ cards but without the necessary performance to run the PS3.0+ code paths.
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#17 |
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Mord's imaginary friend
Join Date: Jan 2004
Location: PT, EU
Posts: 3,506
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Perhaps that's one of the differences that allow Blizzard to keep a 4 year old game on the first spot of the PC charts while nearly every other developer cries about piracy? I still have an SM2.0(b) card on one of my 'puters and my gf still has an SM2.0 one.
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The optimist proclaims that we live in the best of all possible worlds, and the pessimist fears this is true. - James Branch Cabell |
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#18 | |
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hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
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Quote:
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#19 | |
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Member
Join Date: Nov 2007
Posts: 938
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Quote:
This is a good and fast transparent shadowing technique and combines very well with depth buffer based shadow mapping (when proper care is taken when both are bilinear filterered together - use sub instead of mul to blend the both maps together or you get subpixel gaps at depth edges). The only constraint of this technique really is that the transparent objects cannot cast transparent shadows to other transparent objects. However standard opaque shadows can still be cast on transparent objects (and particles if needed). |
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