Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. Frenetic Pony

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    I get it, it looks too much like an outline shader, or some sort of unsharp mask thing, too often. I do think there's occasionally a good implementation. It's so refined in RDR2 it's kind of amazing that it's there, but then of course you notice the anti-halos as soon as you start looking. I don't think it's necessarily bad, just often practically bad and never a full replacement for GI.

    Worse I feel like I can always see the halos and anti-halos. The two changes I'd love to see for this generation are all area lights, you can clearly see how Square Enix's Project Athia/"Forespoken" looks like old renders where environments have that "uncanny valley" look to them.

    [​IMG]

    And I'd love to see temporally stable rendering, or at least as close as can be gotten. The constantly disappearing and reappearing clouds in RDR2 are just plain distracting as Arthur bounces up and down on his horse in front of them, along with all other similar screenspace problems.
     
    #701 Frenetic Pony, Mar 29, 2021
    Last edited: Mar 29, 2021
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  2. JoeJ

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    'Anti-halos'... that's a very inspiring observation. I did pay attention to such things only in the real world yet. E.g. penumbra of shadows often contain an illusion of discontinuity. Probably we could improve some things with non physical approaches, like fixing the bright hand in above image with some kind of bloom.
    Maybe the big success of PBR often makes us blind in some ways, and artists do not dare to complain. Something similar did happen to me, related to that image too: We often used landscape images as background for artwork, and like above they look total shit if there are too much hard shadows. On photographs those shadows are mostly much too dark. They are so in the real world too IMO, but on photos its even worse probably because of range. So i selected my backgrounds primarily with that in mind, often i did retouche shadows away, or even used overcast images but toning them to make it look sunny. Spend a lot of time on this and thought it's a must. But my collegues never did. They did not see the issue, and i did not complain. Nobody else did either.

    Now i think above image could look a lot better, simply if shadows wouldn't be that dark. I agree it looks like bad point lighting, but i assume they have something like probes to capture the sky dome, and the sun is a damn point light for real. Trees on sunny day look bad in reality too (in this sense). It could be fixed easily with being 'less physically accurate', i think.
     
  3. milk

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    Didn't know about that AC Syndicate AO implementation.

    Got me thinking, many games do a depth pre-pass before shading, but that skips on skinned meshes because their geometry processing is too expensive to be worth doing twice (while its a win for static geo).

    So I wonder if that was the case woth syndicate already, and whoever implemented the AO was clever enough to sandwich it between these two passes, getting depth peeling "for free"
     
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  4. JoeJ

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    That's really clever - wonder if it has been used in more games?

    I had a similar thought, but the other way around, which is: If we have any form of occlusion culling, using stochastic depth map does not work well because hidden samples are missing again :/
    Thus it feels more attractive for area shadows to me, where such extra cost is easier to accept in comparison to existing methods.

    Area lights is what i thought RT would give us, so the idea comes a bit late. But so do RT GPUs... :/
     
  5. OlegSH

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    GTC video recordings (requires registration):
    Advanced Performance Recommendations
    The Next Level of Optimization Advice with Nsight Graphics: GPU Trace
    Optimizing Game Performance, Featuring Overwatch
    Get the Most Out of Your GPU with Multithreaded Rendering and DirectX12
    Implementing Ray-Traced Lighting with RTXDI
    ReLAX: A Denoiser Tailored to Work with the ReSTIR Algorithm

    Making of Marbles RTX
    Introduction to Real-Time Ray Tracing with "Minecraft"
    LEGO Builder’s Journey: Rendering Realistic LEGO Bricks Using Ray Tracing in Unity
    Crysis Remastered: RTX Features
    Ray Tracing in "Cyberpunk 2077"
    "Ghostrunner:" RTX for Millisecond-Sensitive Games
    RTXGI in "Five Nights at Freddy's: Security Breach"
    RTXDI: Details on Achieving Real-Time Performance
    Spatiotemporal Resampling with Irradiance Volumes for Global Illumination
    Rendering Realistic Caustic Effects in Real Time
    Handle Translucency with Real-Time Ray Tracing
    Decals in Ray Tracing
    Hybrid Shadows
    Ray Tracing in One Weekend
    Down the Ray-Tracing Rabbit Hole with NVIDIA Developer Tools
    Getting Started with Ray Tracing and NVIDIA's Ray Tracing Developer Tools
    AAA Development for Indie Developers
    The State of RTX in Unreal Engine 4
    Machine Learning in Games: Training AI Agents to Race Using Reinforcement Learning
    Fully Fused Neural Network for Radiance Caching in Real Time Rendering
    Near Real-Time and Universal Texture Synthesis Using Deep Learning

    Our "Sniper Elite 4" Journey: Lessons in Porting AAA Action Games to the Nintendo Switch
    Collaborative Game Development Using Omniverse
    The Future of GPU Ray Tracing
    Render-Accelerated Physical Simulation


    PDF docs:

    Advanced Performance Recommendations
    The Next Level of Optimization Advice with Nsight Graphics: GPU Trace

    Optimizing Game Performance, Featuring Overwatch
    Get the Most Out of Your GPU with Multithreaded Rendering and DirectX12
    Implementing Ray-Traced Lighting with RTXDI
    ReLAX: A Denoiser Tailored to Work with the ReSTIR Algorithm

    Introduction to Real-Time Ray Tracing with "Minecraft"
    LEGO Builder’s Journey: Rendering Realistic LEGO Bricks Using Ray Tracing in Unity
    Crysis Remastered: RTX Features
    Ray Tracing in "Cyberpunk 2077"
    RTXDI: Details on Achieving Real-Time Performance
    Spatiotemporal Resampling with Irradiance Volumes for Global Illumination
    Rendering Realistic Caustic Effects in Real Time
    Handle Translucency with Real-Time Ray Tracing
    Decals in Ray Tracing
    Hybrid Shadows
    Ray Tracing in One Weekend
    Getting Started with Ray Tracing and NVIDIA's Ray Tracing Developer Tools
    Machine Learning in Games: Training AI Agents to Race Using Reinforcement Learning
    Near Real-Time and Universal Texture Synthesis Using Deep Learning
    Our "Sniper Elite 4" Journey: Lessons in Porting AAA Action Games to the Nintendo Switch
    Fully Fused Neural Network for Radiance Caching in Real Time Rendering
    Collaborative Game Development Using Omniverse
    Render-Accelerated Physical Simulation
     
    #705 OlegSH, Apr 14, 2021 at 6:21 PM
    Last edited: Apr 17, 2021 at 6:07 PM
  6. OlegSH

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    Pls delete
     
    #706 OlegSH, Apr 14, 2021 at 6:24 PM
    Last edited: Apr 17, 2021 at 6:03 PM
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  7. techuse

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    Do those links not work for anyone else?
     
  8. troyan

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    You have to be registered at nVidia.
     
  9. techuse

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    What about the kaltura links?
     
  10. troyan

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    Oh, sorry, thought it would be linked to the gtc site.
     
  11. OlegSH

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    They were working when I posted them here, but it seems these links were generated and had time out hence they are not working now.
    Will upload presos to google drive and update the links later. You can also find all these talks and presentations on GTC pages.
     
    #711 OlegSH, Apr 16, 2021 at 11:37 AM
    Last edited: Apr 16, 2021 at 3:27 PM
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  12. OlegSH

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    All links have been updated. Enjoy!;-)
     
  13. Frenetic Pony

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    Thanks! Also, hybrid shadows, shadow maps for alpha testing and rt everywhere else. Code complexity and maintenance issues there, but I guess if you really want RT shadows but also have foliage.

    That being said, you'd probably get a speedup from virtual shadowmaps, conservative raster, then only trace from samples in some kernel along the shadowmap edges from the mask. You'd miss tiny holes, but only in highly complex meshes, which are probably alpha tested foliage anyway, which is what you're not tracing. But hey, it's a practical way to get RT shadows with triangle geometry if you really want them.
     
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