@Shifty Geezer , what say you that we ban all discussions about RayTracing on the entire site? I'm fine with stamping out this virus until everything settles and there is no rasterization left in the world.
Alright, good chatting with you all. I'll be back in 2028!@Shifty Geezer , what say you that we ban all discussions about RayTracing on the entire site? I'm fine with stamping out this virus until everything settles and there is no rasterization left in the world.
Yeah, but unfortunately there seems only two kinds of devs nowadays:It would definitely be more constructive hearing from dev's actively engaged with the technology instead of guessing what is really is happening behind the scenes.
Exactly, There are still many bugs in the game related to reflections, some water puddles reflect light shafts that are not there for example. The game also uses a LOD system for reflections as well, the game will only reflect things in the LOD dome around the player, so reflections can't be used at infinite distances, which causes objects to pop in and out in the reflection itself.To criticize BFV is absolutely legitimate, we can say their implementation has artefact, some poorer performance, etc. But we can't say that DXR or RT has artefacts or poorer performance, we don't know if it's driver performance/problems or API problems, or if it sits with BFV.
Those are my posits. They should be challenged in the ongoing discussion - that's the whole point of this discussion. I have not concluded anything about the future or limits of RTX. This excerpt of yours lies between a lot of conditionals and posturing...I see four grand conclusions in your original complaint post:
...was actually...There just isn't the power, seeing as reflections only are already taking considerable shortcuts
Those are discussion points, theories based on observation. The vary basis of beloved DF videos! I even presented a need more future data by looking at an RTX 2070 to compare!If this is representative, I can't see reflections ever working well with lighting on the current RTX cards. There just isn't the power, seeing as reflections only are already taking considerable shortcuts. I guess a lot of that depends on where the bottlenecks lie. If its surface shading, lighting and shadows may not have a huge impact in addition to reflections such that the quality drop won't be significantly different from the current top attainable.
Discussion consists of people presenting ideas and it being discussed. Those ideas will include things like, "I don't think it's fast enough." Those ideas might later be wrong. It doesn't matter if their wrong. We're not a marketing arm of any of these IHVs and some ideas that a new GPU isn't very quick that prove to be wrong doesn't matter. The only thing that matters here is people have ideas and discuss those ideas intelligently. I present artefacts and your response is "but screenspace reflections has artefacts too," which has nothing to do with discussing this tech and everything to do with trumpeting RT as better.It's getting really tiring. People here are simply asking for an objective analysis without jumping to massively grand conclusions, all you could have done is point out the artifacts and then started theorizing about their causes, people would have chimed in and a conversation is started, but how can we start one when you've already decided the problem, the cause and the effect?
Really? What's mine? Am I anti nVidia - did they kill my cat? Am I pro AMD because they pay me money? Am I console fanboy who hates on raytracing because the consoles don't have it? If people look at my posts imaginging there's an agenda there, they'll keep seeing stuff that isn't like like conclusions instead of theories.All of us have an agenda somehow, or prefer a tech or platform, but your having the mod status too.
Indeed, discussion on the rendering shouldn't really be here. The original video wasn't pointing at metrics but visual results. I'll move some posts.To criticize BFV is absolutely legitimate, we can say their implementation has artefact, some poorer performance, etc. But we can't say that DXR or RT has artefacts or poorer performance, we don't know if it's driver performance/problems or API problems, or if it sits with BFV. I'm willing to bet it's more probable to be on the developer side, so it's important to make this distinction. I think that if we are more specific we become aligned on the same topic and people shouldn't get defensive.
Indeed!@Shifty Geezer , what say you that we ban all discussions about RayTracing on the entire site? I'm fine with stamping out this virus until everything settles and there is no rasterization left in the world.
That's discussion. Why didn't post this rebuttal in the first instance? Your image links don't work though.Exactly, There are still many bugs in the game related to reflections, some water puddles reflect light shafts that are not there for example. The game also uses a LOD system for reflections as well, the game will only reflect things in the LOD dome around the player, so reflections can't be used at infinite distances, which causes objects to pop in and out in the reflection itself.
Again I stress criticizing from the position of a "hands on" experience, there are too many systems at play here, and jumping to hurried conclusions does nothing to help. For example, all of SheftyGeezers complaint about the gun clip scene are just the game using two different systems at once to simulate player movement: a first person model for the player himself and third person model for the other players to see, both of these models are represented in the reflections, the first person uses screen space reflections, the third uses ray traced reflections.
The player is crawling, yet his third person model is doing a completely different animation from his first person model, each animation has it's own gun, so two guns are reflected here even though there are only one player:
https://www.photobox.co.uk/my/photo/full?photo_id=501512697678
The presence of two reflections for the player: a ray traced one for the third person model, and an SSR one for the first person:
https://www.photobox.co.uk/my/photo/full?photo_id=501512697493
So no artifacts or anything, just the game using different systems to handle it's multiplayer.
They were not presented as posits I am afraid, as you only used conditionals for some the of the conclusions. Maybe it's a misunderstanding issue.Those are my posits. They should be challenged in the ongoing discussion - that's the whole point of this discussion. I have not concluded anything about the future or limits of RTX. This excerpt of yours lies between a lot of conditionals and posturing...
Didn't have the time to test the game myself to be frank.That's discussion. Why didn't post this rebuttal in the first instance?
Reuploaded:Your image links don't work though.
Speaking of things to turn down, mine is resolution. I have a 43 inch 4K TV. And while I find playing at 4K is sharp, it's not really that much better than 1440p, worse yet playing at 4K really brings out the bad stuff in games, textures look more washed out, LOD pop in becomes more prominent, and lack of detail at long draw distance sticks out like a sore thumb. Playing at 1440p hides a lot of these things for me, so I stick to it most of the time.Hence, why shadows are the first thing I turn off on PC if I need the performance.
Ideas presented here are general posits because we're not engineers working on the software or games.They were not presented as posits I am afraid, as you only used conditionals for some the of the conclusions.
Often it is, and if people stopped approaching discussions with interpretations of agendas, and instead asked for clarification on a point or challenging it with a counter point, we'd all do a lot better. Members of B3D should be expected to be engaged in tech discussions rather than fanboy warring, and if they can't talk about a piece of tech without getting emotionally attached to the outcome of a discussion, they should bugger off to some other corner of the internet. Let's please have one place in the entire internet where we can talk ideas without them turning into polarised bickering!!Maybe it's a misunderstanding issue.
I saw the same thing in the player reflection in the car, where the reflected character didn't match the movements of the player. That explains things looking different solved in future by player avatars being used in the first person, but not why the reflections break up. If the reflected model is being traced, there's something weird going on. I wonder if the BVH update rate can be behind and lead to errors?The player is crawling, yet his third person model is doing a completely different animation from his first person model, each animation has it's own gun, so two guns are reflected here even though there are only one player:
The presence of two reflections is definitely artefacting. The outside reflection in this case is screen-space? There's full texture detail which I wouldn't expect from traced reflections. There's quite possibly a lot of SSR going on making it hard to separate contributions from RT. The noise under the truck in my other video I would attribute to the low sample rate - anyone got any other theories?The presence of two reflections for the player: a ray traced one for the third person model, and an SSR one for the first person:
The one to the right is the ray traced one, showing the whole gun with no gaps, the left one is SSR, you can tell by the gun reflection missing parts of the gun.The outside reflection in this case is screen-space?
I get that, but it's not related to ray tracing implementation, but the game itself.The presence of two reflections is definitely artefacting.
The only things I've challenged are its value to games in a first-gen version, and whether it is an optimal design for realtime raytracing or whether it's targeted at offline rendering and is being pushed onto the gaming market a little too early.
It's great to see everyone coming together again.My trail of thoughts here:
We know in BFV hit shading is the bottleneck.
To fix this we could cache the shading, so it can be reused for both ray hits and the frame, hit shading becomes a single texture fetch, problem solved.
Likely we have to use a simplified unified material (just diffuse) at lower resolution for the caching.
If we simplifiy this, we could at the same time simplify the geometry too, allowing to support LOD as well (with voxels being the most popular example, but there are many options). So less detail, but high performance and infinite distance.
Unfortunately DXR / RTX does not not allow this. It's limited to classic triangle meshes. So this brings me back to my initial criticism: It would have been better to make compute more suitable to raytracing instead restricted fixed function hardware.
So while i am personally fine with RTX performance, i agree with your doubt.
The problem is that the reflection rays land all over the scene, with very little locality. This causes warp divergence, and completely trashes instruction caches since neighboring pixels can be executing code from a multitude of different shaders. Undersampling makes locality even worse.
Engines will have to focus on cutting overhead by using a small number of generalized shaders rather than a large number of specialized shaders. There are a number of ways to do this, with different pros and cons, and reworking your entire shader system is a nice chunk of work, so we can expect it to take a while before we see results in games.
Is there some background context as to why games went the large number of specialized shaders vs small number of generalized shaders? Is it a hardware optimization design choice?
If this is a big problem, then the challenges here for a simple bolt-on are fairly obvious as the two are directly competing. If you're optimizing for rasterization performance, you're not going to get good RT performance. And we can't yet optimize for RT performance until everyone has RT. This bodes for an interesting discussion for titles going forward. Quite curious as to what the upper limit developers can hit while their titles are optimize shaders for rasterization/compute, and what the upper limit becomes when they optimize shaders for RT.
Really? What's mine? Am I anti nVidia - did they kill my cat? Am I pro AMD because they pay me money? Am I console fanboy who hates on raytracing because the consoles don't have it?
If people look at my posts imaginging there's an agenda there, they'll keep seeing stuff that isn't like like conclusions instead of theories.
That's subjective and a matter of debate. I'm not clear how much is RT and how much is screen space. eg. The reflection on the marble floor or in the puddles. The doorway reflection in the shiny floor has full texture detail suggesting to me it screen space*, plus we get all sorts of artefacts like appearing/disappearing reflections. It's important to determine what RTX does do and what it doesn't - that's really what I'm getting at in all this RT discussion. In the RT for consoles discussion, all the benefits of raytracing were listed. However, we need to be realistic with the hardware and that starts by looking at what's being accomplished with RTX objectively. Comparing low quality 15% pixels to high quality 40% pixels should be done to see what impact the denoising has and how much 'spill' there is in the reflections, for example....it works quite well for what it is in BFV.
I tested the game, and it's not. The only SSR reflections in that whole scene are some leaves, and the first person player model.The doorway reflection in the shiny floor has full texture detail suggesting to me it screen space,
As mentioned earlier, reflections are subject to the LOD of the game, and there are also several bugs that need sorting out. It's important to make that distinction, BFV uses a specific tailor made RT implementation that suits it's technology, any drawbacks we uncover right now, are in the game, and not necessarily the implementation itself.plus we get all sorts of artefacts like appearing/disappearing reflections.
Turing got a few instructions to aid texture space shading as well, so there is a lot of flexibility in approaches possible.
https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GL_NV_shader_subgroup_partitioned.txt
https://github.com/KhronosGroup/GLSL/blob/master/extensions/nv/GLSL_NV_shader_texture_footprint.txt
I tested the game, and it's not. The only SSR reflections in that whole scene are some leaves, and the first person player model.
As DICE have stated, SSR only applies to certain foliage objects, and certain LOD culled objects. Ray Tracing is not curtailed back here in favor of SSR.