Very underwhelming graphics tbh. Maybe it's all part of Epic's strategy to first show unimpressive screenhots with lackluster reception from gamers, so they can push console makers to build more powerful hardware.
It's not very exciting from an artistic standpoint, but neither was AMD's latest tech demo, which looks very uninspired.
I wonder what happened to the Cinema 2.0 demo with Ruby from the HD 4870 launch, which was exceptionally impressive imo. The whole Cinema 2.0 thing was never mentioned again.
What GI method are you describing here? Is it imperfect shadow maps (http://www.mpi-inf.mpg.de/resources/ImperfectShadowMaps/) or micro-rendering for parallel final gathering (http://www.mpi-inf.mpg.de/~ritschel/Microrendering/)? They both look great, but it's only usable in low-poly scenes.
I've found the error: you have to check the box "Enable" at "State" to get rid of the black triangles. Watch this video around 0:15 http://www.vimeo.com/10699771
You're right, Dade. Weird, it doesn't happen on my 8600M GT. The benchmark scene can be downloaded from http://www.francescolegrenzi.com/extra/60_GPGPU/---GPU_Benchmark_v0.1_Octane_v1.02b2---.rar if anyone wants to try.
Wow, 24 MSamples/s :grin:. But I don't think you're using path tracing. There's a video that shows how to set up this benchmark scene here: http://vimeo.com/10699771 . You should use physical sun and change the material to glossy. When all the changes are applied and path tracing is used the...
There have been some performance improvements in v.1.02 over v.07a and mostly extra features, but the path tracing algorithm has stayed the same afaik, so the render output of the default scene should be identical.
Hi, the sudden boost in performance you see in v.1.02 is because this version uses direct lighting to render instead of pathtracing by default (v.07a uses pathtracing by default).
To change to pathtracing, you must double click on the button "Preview Configuration" in the Graph editor, then...
Forgot to mention: octane performance is about 3.20 - 3.70 MSamples/sec for the spaceship scene on a GTX260 (same demo version, same camera view). So GTX480 is about 4.5x faster than GTX260 in path tracing.
Thank you very much CarstenS!
If by broken render output, you mean the white dots in the image, that's perfectly normal for the algorithm being used (brute force pathtracing) and is commonly referred to as "fireflies". Currently they can be removed in postprocessing, but there are algorithms...
Last try: maybe an older demo version (v.07a) will work. I uploaded it to http://www.mediafire.com/?2mvtiwtj4mj
Test scenes are included in this one and you don't necessarily need cuda 3.0.
Thanks Cho. I have contacted Octane's developer about the problem. Sorry for repeating myself, but are you sure you have installed the CUDA 3.0 driver (can be downloaded at http://developer.nvidia.com/object/cuda_3_0_downloads.html)?
If that doesn't work, there's probably a compatibility...