This is part of his work on new renderer and gives updates almost daily.
Should be very interesting allowing rendering of massive amounts of...
Indeed, horizon has some classic problems here and there.
I'm sure it will get better, though.
If game has double buffered v-sync it should not tear and it also limits to display refresh. (As does 'normal' triple buffering.)
Raytraced Shadows in Call of Duty: Modern Warfare
Noita also does awesome 'store game world to HDD' trick when it is far enough from active area.
Looks like my brain remembered it as bit too high. :D
Certainly one of the first games to test on Ps5.
Would be lovely in 60fps.
Graphically the first thing that comes to mind is that fat g-buffer....
Awesome presentation on collision system in Witness.
A lot depends on how the lighting is handled in reflected scenery.
Game has a lot of lighting baked, so reflections may have very fast shaders...
Really hope that we would get head movement tracking as well.
Would be awesome to lean bit forward and listen down from a cliff etc.
So, solution is to have amp to feed into headphones and sub.
Sounds and looks nice.
Silly idea from couple of days ago..
You get per ray result of when the ray was cast.
In theory you should be able to reconstruct subframes from...
Cover plates look like they would be amazingly easy for DIY stencil art and such.
Perhaps we will see people sharing stencils online. (Or carve...
Interestingly RT hardware should be nice for empty space skipping for solutions like in UE5. (Especially on consoles as you should be able to...
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
There were some early results on coding video blog of Niagara.
Ability to have fine grained culling and creation/instacing of objects...
Audio sounds very nice, really hope there is way to get head tracking to work with headphones some way.
Would be awesome to able to follow sound...
Just noticed that snow particles do not get blurred by DoF, very nice.
I'm sure that in some places a crash/restart every 2 seconds for a while was common occurrence.
Now that I think of it, even smallest...
This certainly would be nice. :)
Thanks, I had forgotten it completely.
As polygon size goes down, so does GPU utilization.
There is limit how many triangles can be rasterized or rendered at same time and how many...
Still play Wing Commanders.
Currently in bit of a break, but I played up to Wing Commander 2 special mission 2 a month ago.
Really like how ship...
Will try to compile and do tests during weekend.
I have not heard of anything on how the port was done. (I haven't read any articles on it.)
Pretty sure most of the code is identical with few...
Ps4Pro GPU also had few unique features and instructions which may not be part of RDNA, like the rendering of id-buffer in same pass and some MSAA...
Update couldn't have come better time, son has been asking me to reinstall it.
Such job systems are apparently quite common now a days.
Ray tracing / Intersection resource page at Realtimerendering.com (Which itself is full of fun.)
edi: Didn't want to doublepost...
Pre-ordered from small local shop before the prices were known.
Most likely will get my console at launch, like I did for all the previous...
Nanite doesn't do any ray tracing against polygons, but I'm quite certain they do trace against other surface representations. (Ray,cone or sphere...
Local Optimization for Robust Signed Distance Field Collision
It's to make sure that player doesn't have to carry a torch. (Leaving both hands free etc.)
Considering how lighting is done it's also a lot more...
Player moved differently than normal player would.
Perhaps they didn't want to show one where player struggles and dies few times to minor enemies.
Most likely, it's the trick Doom used.
We will know more in few years when proper mutiplatform tech talks emerge.
Advances in Real-Time Rendering in Games
- Software-Based Variable Rate Shading...
It wasn't really doing math in int4/8 though, but storing the results in buffer with int8/channel.
Int4/8 may be very restrictive, but perhaps...
As long as you can tell the machine amount of speakers, their location and feed sound for them, Atmos doesn't mean a thing.
You will mix sound...
In Flight Simulators case DX11 may well be big part of why it is so CPU heavy.
And it's big reason why it gets subpixel detail back from rendering in low resolution. (Mipmap bias + jittering FoV.)
It seems quite common misconception that ray tracing is a word that describes a singular method of full light transport simulation.
Glossy Probe Reprojection for Interactive Global Illumination
Impressive quality from probes.
Something like RTXGI would be nice.
For shiny stuff gems, metals in armors and weapons etc.
Yup, this is very nice.
Cannot wait to see future videos on remaster. :D
Yup, very impressive.
Cannot wait to see a old school mirror light puzzles in games using it.
The water simulation plugin they mentioned during...
Cannot wait to see more.