When I look at the fully Ray Traced RTX Racer I struggle with the concept that HWRT can't work with dense geometry. It's also right there in the PC version of the Matrix City demo.
FF hardware is needed for legacy support though. And then when your GPU has FF hardware, your engine needs to use it to get the most from it. Hence it's a catch 22, like many 'standards' we find ourselves stuck with. Progress is always hampered by having to maintain the past, and clean breaks are few and far between.As long as there is a 3D Pipeline there will always be new features added there. If all we need was compute our GPUs would have dropped FF hardware by now, but there would be a long languishing drought of games for years to move entire engines to compute only.
I love the idea of compute only engines, it would certainly open the door for more creative ways to use GPU power, but Compute shaders have been around a long time and no one seems interested in fully divesting away from 3D.
first UE5 (fortnite) game did not use nanite nor lumen.
UE5 works on last gen and mobile
The demo you mentioned makes plenty of cheats to geometry detail. Most of the ground in the demos consist of planar surfaces and there's quite a few indoor objects that can be approximated with the shape of cuboids as well. There's cheating too happening with the acceleration structure since most of the geometry isn't dynamic or deforming so you basically don't have to rebuild or update your acceleration structure as much. The demo you described is one of the better cases for ray tracing ...When I look at the fully Ray Traced RTX Racer I struggle with the concept that HWRT can't work with dense geometry. It's also right there in the PC version of the Matrix City demo.
plenty of cheats
There's cheating too happening
The cheating starts to become an issue once it's incompatible with specific content. Even The Coalition's alpha point demo was using virtual shadow mapping ...Its always 'cheating' regarding graphics in games. Even ray tracing. Its not real.
Man what nostalgia trip. I remember in the 360 and PS3 gen tesselation was like one of the biggest pc exclusive features I thought was the coolest thing. A true "next gen technology", that simulated tons of detail that you could never have imagined on console in that era.Well it happens eventually regardless to many hardware features if we take common examples like Geometry Shaders, Tessellation, MSAA, etc ...
Is a system really comparatively better off if features end up being unused ultimately due to the lack of it's own merits rather than the lack of support by competitors ? Is this what we call the placebo effect ?
Man what nostalgia trip. I remember in the 360 and PS3 gen tesselation was like one of the biggest pc exclusive features I thought was the coolest thing. A true "next gen technology", that simulated tons of detail that you could never have imagined on console in that era.
I'm glad with games like god of war and demon souls remake we are finally seeing real examples of this tech widely used outside of edge PC cases
Hardware Tessellation
●Too slow
● Poor performance with high and low factors
● Bottlenecks in shader pipeline
● Pass redundancy
Compute Tessellation
● Goals
●Multi-pass reuse w/ reasonable footprint
●Scheduling flexibility
●Optimal rendering of non-tessellated triangles
New Goals
●Much Higher Density
● 7 LODS (1 tri -> 16k tris)
● 2.5m edge -> 2cm edge
●Faster
● Distribute Compute Workload
● Cache Layered Material Displacements
●Reduce Visible Morphing Artifacts
I've heard these same arguments two years ago, Nanite used software Lumen only back then, many people though that HW-RT is redundant now, the Anti-RT crowd especially. Fast forward 1 year later (in 2021), and we have a fully functioning HW-RT implementation in UE5, used extensively in the best demo out there "The Matrix demo". In 2022, more RT enhancements were made, improving HW-RT even further. So, .. don't listen to these arguments.When I look at the fully Ray Traced RTX Racer I struggle with the concept that HWRT can't work with dense geometry. It's also right there in the PC version of the Matrix City demo.
I am mixed on a Bloodborne remake. Update some of the textures, higher res and fps and I think it's good without a full on graphical overhall.Demon soul's remake use a compute tessellation like The remake of SOTC on PS4 used it for water and sand and probably the same for God of War snow
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EDIT: It would be cool if Bluepoint could do a Bloodborne remake it would look better than Demon's Soul remake and be able to play it at 60 fps without framepacing problem would be great.
I am mixed on a Bloodborne remake. Update some of the textures, higher res and fps and I think it's good without a full on graphical overhall.
The art direction and general graphical quality of Bloodborne is still great unlike demon souls which showed it's age in a lot of places. But it does need a fps and res boost to become timeless I think but a remaster I think fits better
Dont forget that nVidia has updated the RT Cores with the Micro-Mesh Engine to use geometry compression. Hardware RT on a 4090 is now over 5x faster than the 2080TI and >10x better than the PS5. The pace of advancements has outpaced the software solutions. nVidia's RTX Racer uses a pathtracing engine and gets 1080p/60FPS.When I look at the fully Ray Traced RTX Racer I struggle with the concept that HWRT can't work with dense geometry. It's also right there in the PC version of the Matrix City demo.
RTXDI (ray traced lighting and shadows) works well with Nanite in UE5, as shown in the recent NvRTX branch illustration.Nanite is a problem for HW-RT shadows*,
I've heard these same arguments two years ago, Nanite used software Lumen only back then, many people though that HW-RT is redundant now, the Anti-RT crowd especially. Fast forward 1 year later (in 2021), and we have a fully functioning HW-RT implementation in UE5, used extensively in the best demo out there "The Matrix demo". In 2022, more RT enhancements were made, improving HW-RT even further. So, .. don't listen to these arguments.
Even Nanite was only limited to static geometry too, didn't even support foliage, 2 year later and it does. Nanite itself was also an impossibility a couple of years prior, but here we are with a succesfful incarnation of dense geometry in games.
We have the hardware now, fast and full of excessive computing power, the software is the true limitation right now, but luckily it's the easiest one to enhance, improve, adapt and circumvent .. and it's happening now as we speak, as evident by the 3 examples above.
So, don't listen to these arguments, I never do.
I had been actively R&Ding virtualized geometry for almost a year at this point. I was given a deadline a few months away to show progress. I expected this was basically a green light meeting. If I didn’t have something really promising by this point my time was up. I don’t know if that was the case but that’s how I viewed it. With Rune’s help we delivered something really exciting. This is a shot of that 2019 behind closed doors GDC demo running on a PS4 Pro. Programmable materials didn’t work yet. Shadow maps didn’t work yet. Streaming didn’t even work yet. This shot doesn’t even have the HW rasterizer path working yet, SW only. But none of that is important. I knew what this proved. I finally cracked it. I wanted to immediately tell the world but I couldn’t
Please don't say two games, these are not released yet, sill in early development, they will be released after several years, which means there is a high chance of them adding HW-RT on PC -at least- down the line, they could also add HW-RT after the release like so many other RT games. Some current RT games are adding RT even 2 years after release. Some are adding it even 3 years after release (RE2 Remake), Resident Evil 7 added it 5 years after release.Two games are running with UE 5 and it is more interesting than a UE5 demo and they don't use HW-RT, Tekken 8 and Silent Hill 2.
Please don't say two games, these are not released yet, sill in early development, they will be released after several years, which means there is a high chance of them adding HW-RT on PC at least down the line, they could also add HW-RT after the release like so many other RT games. Some current RT games are adding RT even 2 years after release. Some are adding it even 3 years after release (RE2 Remake, Resident Evil 7 added it 5 years after release.
I don't get this really, this incessant desire to make definitive statement about something that is constantly being changed and improved upon, even when these statement go against current events, UE5 is embracing HW-RT and is constantly enhancing it, games using all engines are adding RT even reterospectively. I really really don't get this.