If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
yes, i'm drunk
|
http://finance.yahoo.com/news/NVIDIA....html?x=0&.v=1
They advertise it as "World's First Interactive Ray Tracing Engine", which sounds kinda fishy considering things like OpenRT Project (SIGGRAPH 2005) and CausticRT (CaustiGL), what exactly would make this project any more interactive? nVidia's solution includes nVidia OptiX, SceniX, CompleX and PhysX
__________________
I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
|
|
|
|
|
#2 |
|
Darlek ******
Join Date: Jun 2004
Posts: 9,497
|
well heres some Interactive OptiX ray tracing engine examples (quadro only)
http://developer.nvidia.com/object/optix-examples.html
__________________
Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
|
|
|
|
|
#3 |
|
yes, i'm drunk
|
But what I'm questioning is, what makes this one more "interactive" than the others demonstrated so far? (though the openrt was cpu only i think, should have double checked that before posting it)
__________________
I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
|
|
|
|
|
#4 |
|
Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
|
You might understand if you had a 4x Tesla C1060 PSC to play with. Guessing from NVidia's ray traversal paper, that's perhaps 160M to 800M ray traversals/sec depending on ray coherency?. That's just a 4 GPU system, now imagine an entire cluster of Tesla S1070 1Us ... that would be quite interesting indeed.
__________________
Timothy Farrar :: blog |
|
|
|
|
|
#5 | ||
|
Senior Member
Join Date: Jun 2002
Location: Lund, Sweden
Posts: 347
|
Quote:
I wonder if you, since you are at siggraph, could do some digging? One thing that Causic seems to be doing right is trying to extract coherency to enable parallellism, and the shading which is done on CPU (or GPU) will be done on coherent data. I.e. the CPU is able to run SIMD shader code on a number of samples at the same time. Is nvidia trying to hanlde shading in the same way, or will the user get a bunch of "random" samples to work with? If so, is that a problem or can it be worked around? Anothing thing is a tweet from Mental Images that seems interesting. Quote:
|
||
|
|
|
|
|
#6 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Nividia has the slides posted - http://developer.nvidia.com/object/siggraph-2009.html
__________________
What the deuce!? |
|
|
|
|
|
#7 | |
|
Regular
|
Quote:
|
|
|
|
|
|
|
#8 | |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Quote:
__________________
What the deuce!? |
|
|
|
|
|
|
#9 |
|
Darlek ******
Join Date: Jun 2004
Posts: 9,497
|
My guess, companies doing ray tracing have big budgets and nv dont want them buying geforces instead
__________________
Guardian of the Most holy Two Terabytes of Gaming Goodness™ |
|
|
|
|
|
#10 |
|
Member
Join Date: Oct 2008
Posts: 107
|
Some appears to be able to run it on GTX 295 and GTX 260s in SLI:
http://www.geeks3d.com/20090827/nvid...e-for-windows/ |
|
|
|
|
|
#11 |
|
Junior Member
Join Date: Apr 2008
Posts: 32
|
I made a fix for running them on Geforce:
http://rapidshare.de/files/48284438/...patch.zip.html |
|
|
|
|
|
#12 | |
|
Member
|
Quote:
But I only get this error-msg with my gtx260 http://www.abload.de/img/faildof3.png |
|
|
|
|
|
|
#13 |
|
Member
Join Date: Aug 2005
Posts: 278
|
wow, those billiard balls look amazing. Not sure if it's the depth of field or something else...but getting that kind of quality at a high frame rate is nice.
|
|
|
|
|
|
#14 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
|
Wow that is amazing!
Imagine a pool game using this engine.
__________________
"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
|
|
|
|
|
#15 |
|
Junior Member
Join Date: Apr 2008
Posts: 32
|
|
|
|
|
|
|
#16 | |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Quote:
__________________
What the deuce!? |
|
|
|
|
|
|
#17 | |
|
Junior Member
Join Date: Apr 2008
Posts: 32
|
Quote:
Code:
#include <iostream>
#include <fstream>
using namespace std;
ifstream::pos_type size;
char * memblock;
int hex2bin(char *s,char *o) {
int r=0;
while(strlen(s)>=2) {
int b;
sscanf(s,"%02X",&b);
o[r++]=b;
s+=2;
}
return r;
}
int main (int argc, char* argv[]) {
if (argc<4) { cout << "Usage:\n patch file.exe 7504C2 EB04C2\n";return -1; }
fstream file (argv[1], ios::in|ios::out|ios::binary|ios::ate);
if (!file.is_open()) { cout << "Unable to open file";return -1; }
size = file.tellg();
memblock = new char [size];
file.seekg (0, ios::beg);
file.read (memblock, size);
// cout << "the complete file content is in memory\n";
char *s1 = new char [strlen(argv[2])/2];
int l1 = hex2bin(argv[2],s1);
char *s2 = new char [strlen(argv[3])/2];
int l2 = hex2bin(argv[3],s2);
// cout << "searching for " << l1 << " bytes";
int p;
for(p=0; p+l1 < size; p++)
if(!memcmp(memblock+p, s1, l1)) break;
if (p+l1 == size) { cout << "Unable to find pattern";return -1; }
cout << "found at: " << hex << p << "\n";
file.seekg (p, ios::beg);
file.write (s2, l2);
cout << "patched\n";
file.close();
delete[] memblock;
return 0;
}
|
|
|
|
|
|
|
#18 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Thanks. What do those bytes represent btw?
__________________
What the deuce!? |
|
|
|
|
|
#19 |
|
Senior Member
|
If you'd like, here are some videos we made:
http://www.youtube.com/watch?v=zuovwcamZNc http://www.youtube.com/watch?v=_jD0qSAsvr4 http://www.youtube.com/watch?v=pt1jKQpcAXM
__________________
English is not my native tongue. Before flaming please consider the possiblity that I did not mean to say what you might have read from my posts. Work| RecreationWarning! This posting may contain unhealthy doses of gross humor, sarcastic remarks and exaggeration! |
|
|
|
|
|
#20 |
|
Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,892
|
|
|
|
|
|
|
#21 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Yeah but these scenes are pretty static. Updating the scene every frame is a big part of the workload too so performance could suffer.
__________________
What the deuce!? |
|
|
|
|
|
#22 | |
|
Member
Join Date: Nov 2008
Posts: 659
|
Quote:
|
|
|
|
|
|
|
#23 |
|
Meh
Join Date: Mar 2004
Location: New York
Posts: 9,809
|
Did you put the files in the same directory as the patch before running? Works fine for me (once I disabled AVG).
__________________
What the deuce!? |
|
|
|
|
|
#24 |
|
Member
Join Date: Nov 2008
Posts: 659
|
Yeah all three. How long did it take for you patch it? It shows the patching screen for me but it stops at the first green line. I'll try disabling avg and see if that helps.
|
|
|
|
|
|
#25 |
|
Member
Join Date: Jul 2008
Posts: 163
|
Enforcer, thanks for the patch and the source. What do these magic numbers mean?
Code:
394424207405C644241F01 394424207400C644241F01 4658000051756164726F00 475400004765466F726300 Is anyone getting this error when starting the demos, after applying the patch in Win 7: "Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item." |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|