DavidGraham's Recent Activity

  1. DavidGraham liked Max McMullen's post in the thread Machine Learning: WinML/DirectML, CoreML & all things ML.

    Unity's done a great job integrating ML into their product so far and it makes sense for them to have a layer that can provide ML...

    Mar 22, 2019 at 7:41 PM
  2. DavidGraham liked jlippo's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Very easy and fast to fake though. Sample shadowmap or RT with the sample points residing in shape you want instead of full disk of sun....

    Mar 22, 2019 at 4:40 PM
  3. DavidGraham replied to the thread Nvidia DLSS antialiasing discussion *spawn*.

    Update is live, DLSS has vastly improved indeed, though it now works only @4K on the 2080Ti 4K60 Ultra DXR is attainable with DLSS [MEDIA]

    Mar 22, 2019 at 8:19 AM
  4. DavidGraham liked metacore's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    [MEDIA] [MEDIA] Well some impact can be felt

    Mar 22, 2019 at 7:19 AM
  5. DavidGraham liked milk's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Well,"Shadow of the Tomb Raider" is just not the game for you then. You'll have to wait for their sequel: "Illumination of the Tomb Raider"

    Mar 21, 2019 at 11:48 PM
  6. DavidGraham replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Yeah? I seem to have misplaced those Amazon RTX GPUs links, thanks for reminding me! And now RTX is meh because someone thinks it's...

    Mar 21, 2019 at 6:55 PM
  7. DavidGraham replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    When you play through the level and find that direct sun, make sure to post a picture of it here, cause from where I am standing I don't...

    Mar 21, 2019 at 6:39 PM
  8. DavidGraham replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    That forest scene has no direct sunlight, the ambient lighting is soft, so soft shadows are appropriate. The game is full of interiors...

    Mar 21, 2019 at 6:14 PM
  9. DavidGraham replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    I am setting in a room right now with a single Neon lamp, and my shadow and the shadow of every object around me is soft, there is never...

    Mar 21, 2019 at 5:25 PM
  10. DavidGraham liked AlBran's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    And the strength of the light source. ;)

    Mar 21, 2019 at 5:08 PM
  11. DavidGraham liked OCASM's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    The softness of a shadow is dependent on the distance between the caster and the receiver. The larger the distance the softer the...

    Mar 21, 2019 at 5:08 PM
  12. DavidGraham liked Malo's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    RTX Medium in Tomb Raider still uses shadow maps for general shadows but uses raytracing for point lights. Only High and Ultra use RT...

    Mar 21, 2019 at 5:07 PM
  13. DavidGraham liked JoeJ's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Can we assume with RTX there are no realtime shadow maps used at all? In above video he showed a transition from RT to SM shadows in the...

    Mar 21, 2019 at 5:05 PM
  14. DavidGraham replied to the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Yes, but Metro uses shadow maps for shadows, Metro doesn't use RT for shadows at all. I personally wouldn't, if not for the soft...

    Mar 21, 2019 at 2:38 PM
  15. DavidGraham liked Dictator's post in the thread Next gen lighting technologies - voxelised, traced, and everything else *spawn*.

    Wait, what? Metro does not use ray tracing for its direct shadows, rather shadow maps.

    Mar 21, 2019 at 2:09 PM
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