DegustatoR
Legend
The link is broken - you should add "l" to "htm" for it to work.
It seems to me that inline is used selectively and 1.0 is used at other times.Epic went with DXR 1.1 style inline RT which seems to run better on XSX at least. That means no fancy hardware ray sorting which they acknowledge. They also acknowledge the efficiency losses due to divergent threads but it’s not as bad compared to DXR 1.0 overhead.
Hopefully they will test DXR 1.0 on hardware that does support ray sorting for a future presentation.
I'd prefer they go with DIY sorting in the shader for shader coherence (not really an option for ray coherence). Drive the hardware to programmability.
The Slides for Advances in Real-Time Rendering are out!
http://advances.realtimerendering.com/s2022/index.html
I am reading through the Ray Tracing in Open Worlds one for UE5 and it is full of really awesome info and details on how Hardware RT was done on PC, XSX and PS5.
edit: link change
Thanks, but i'm happy after we can do this on PC too.Being able to load BVHs that have been offline-optimised for consoles is a massive deal. @JoeJ would be happy...
Thanks, but i'm happy after we can do this on PC too.
I would not mind selecting my GPU model before downloading a game...
(Edit: I would not mind to bake BVH after installing the game and waiting for that either)
However, i have some hope on NVs DMM. Displacement mapped meshes, BVH is built only over the low poly base mesh.
Building this at runtime might be acceptable, and it's a really simple solution to achieve high detail, so maybe others adopt the standard.
No LOD solution, but could work well enough so we can postpone this problem another decade, until RT gets flexible enough.
Depends. If you use RT mainly for GI, geometry approximation is fine.Epic's double TLAS LOD seems to work "good enough". I'm not sure you actually need any huge amount of detail in RT scene representations with a hybrid renderer either. The Matrix Awakens demo still looks better than that nigh pathtraced Cyberpunk mode, and runs 4x as fast even with that demo being severely unoptimized on PC. Combined with Matrix having an extreme disparity between nanite models and RT representation, while cyberpunk assumedly has no disparity, I emphasize that it's not worth caring about hyper detailed RT for hybrid.
Not sure yet. Currently i use my geoemtry mainly for terrain, which is generated from 3D simulation, not the usual heightmap approaches.How high resolution are your meshes that you need DMM for proper performance? Everything sub-pixel triangles?
On page 73, they specifically state:Hopefully they will test DXR 1.0 on hardware that does support ray sorting for a future presentation.
According to Epic, traversal shaders have limitations on consoles:the earlier Intel paper introducing 'traversal shaders' before
Weird argument to make while at the same time arguing for hybrid rendering.As for the future, for the future certainly. But the unending and labyrinthine code complexity of Lumen suggests to me that for tracing at least Brian Karis's "You don't need a unified representation if you can settle for good enough" maybe isn't the best strategy.
Not sure which documant you're referring to. But the quote sounds more applicable to inline vs. 1.0, or just raytracing in general.According to Epic, traversal shaders have limitations on consoles:
-The BVH traversal on consoles is implemented as a regular compute shader and only AABB and triangle intersections are HW accelerated. Which means rays are not going to be reordered to improve coherence by the hardware.
-In complex scenes the difference in traversal iterations can be massive even between similar rays
-Shader might be just generating incoherent rays
in the end, it manifests as long tails in ray tracing shaders when the entire GPU is waiting for a few lingering threads that take many more iterations than others. And in some extreme cases, GPU will spend more time waiting than doing anything.
Page 80.
According to Epic, traversal shaders have limitations on consoles:
-The BVH traversal on consoles is implemented as a regular compute shader and only AABB and triangle intersections are HW accelerated. Which means rays are not going to be reordered to improve coherence by the hardware.
Your words in their ears, but i guess this won't happen.That might be a god send. It means devs will experiment way more with different aproaches to dispaching ray-casts, binning them, reordering, different strucures... Perhaps some will try to mix triangles tracing with other primitives...