GART: Games and Applications using RayTracing

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This thread is for the general dumping ground of games or applications that are using RayTracing technologies.

This will hopefully keep the other discussion threads free to focus on technologies and algorithms.
 
15 January 2019
We've seen some scenes and video showing Atomic Heart in action last year, however on stage at CES Huang toggled RTX On and Off to show a stark difference in these in-game graphics.
...
The reason for the marked difference, with RTX toggled in the scenes shown (see images above and below for example), was down to the plethora of mirror finished surfaces in the Russian labs depicted in the game. In short, there was a lot of potential for reflection and refraction in the scenes that were hard to fake without real-time ray tracing.
Starts at counter :51
https://hexus.net/tech/news/graphics/126449-nvidia-highlights-rtx-effects-atomic-heart-demo/
 
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At 16K^3 the voxel resolution is higher than the texture resolution i guess. You don't need that much. Check the paper for the numbers of the very complex power plant scene. Like GTA you would reduce resolution at distance.


Some artist could become famous by giving us a new model with proper PBR textures finally, haha :)
Well, there's this:

https://developer.nvidia.com/orca

But I guess Sponza is just too iconic.

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Also, some UE4 videos:

 
These set of pictures illustrate how GI integrate niclely and natively into the scene with ray tracing.

53211071_10212134978803315_586089437620862976_o.jpg

52956989_10212134979203325_5943566483702415360_o.jpg



53100557_10212134981563384_3042627168325599232_o.jpg

53347593_10212134981883392_7757816538467401728_o.jpg
 
Quake II RTX:

“But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. A lot. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!"

https://www.nvidia.com/en-us/geforce/news/quake-ii-rtx-ray-tracing-vulkan-vkray-geforce-rtx/
 
Tried to find if OTOY shows something at GDC but found a bit RTX usage here:

Not sure it makes all that much sense with all the CPU cores most people have, it's not like audio takes significant processing power in this day and age.
I think realistic audio would require insane processing power, more than gfx? Temporal accumulation is no option, high frequencies...
But i'm no expert here, and i don't know how realistic it needs to be. Would be interesting to ask VR users what they think about current sate of the art maybe. (I hide my boxes behind the screen :D )
 
Tried to find if OTOY shows something at GDC but found a bit RTX usage here:


I think realistic audio would require insane processing power, more than gfx? Temporal accumulation is no option, high frequencies...
But i'm no expert here, and i don't know how realistic it needs to be. Would be interesting to ask VR users what they think about current sate of the art maybe. (I hide my boxes behind the screen :D )
The RTX Brigade kernel looks pretty sweet.
 
A space combat simulator, Starfighter Inc. from the developers of Crysis and Star Wars: X-Wing will use ray tracing.
 
A space combat simulator, Starfighter Inc. from the developers of Crysis and Star Wars: X-Wing will use ray tracing.
It's actually called "In the Black", that starfighter-thing was just working title (it's even mentioned in the video)
 
A space combat simulator, Starfighter Inc. from the developers of Crysis and Star Wars: X-Wing will use ray tracing.
Pretty pointless application of RT though. Very little bounce lighting. Space is actually one of the genres where fakes can be exceptional and as good as real RT. Better, in fact, as you won't have laggy lighting updates with the light from a plasma beam illuminating your cockpit three frames after the thing hit. :p
 
GTA V is a great looking game with mods applied but with ray tracing shaders it looks out of this world -- the lighting effects are actually bloody impressive. At the 2:00 mark the reflections on the glass table and floor look absolutely incredible, but it is the 2:21 mark when the sunlight is hitting the green Lamborghini and as the sun passes over the cars it lights up the white Lambo next to it with the reflection of green light, with the effect looking super-realistic.

The developer explains his methods: "What I'm doing is ray tracing in screen space, tracing rays against the depth buffer (a data buffer that contains the information how far an object is away, as opposed to the color buffer which tells you what color the object has and what you usually see in any game). When compared to DXR, it has several limitations: anything behind another object does not contribute, anything outside the screen does not contribute, backfaces do not contribute. The benefits of this shader is that it can run on every game and GPU and it's a step up from regular SSAO. I hope this serves as a sneak peek at what DXR ray tracing can do and why everyone in VFX can't wait to get real ray tracing for their games".
https://www.tweaktown.com/news/65990/gta-ray-tracing-mod-looks-absolutely-amazing/index.html

hodilton has shared a video, showing The Witcher 3 with Pascal Gilcher’s new alpha Reshade mod that adds path tracing/ray tracing GIobal Illumination effects to every DX9, DX10 and DX11 game.
https://www.guru3d.com/news-story/the-witcher-3-2019-ray-tracing.html
 
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Quake 2 Vulkan Path Tracing benchmark comparing 1080Ti vs 2080Ti performance.

@768p, the 2080Ti is 4 times faster
https://www.purepc.pl/karty_graficz..._path_tracing_na_api_vulkan_wstrzasa?page=0,4

@1080p, the 2080Ti is 4.5 times faster
https://www.purepc.pl/karty_graficz..._path_tracing_na_api_vulkan_wstrzasa?page=0,6

@1440p, the 2080Ti is 4.6 times faster
https://www.purepc.pl/karty_graficzne/test_wydajnosci_quake_ii_path_tracing_na_api_vulkan_wstrzasa?page=0,7.

The 2060 is also ~2.6 times faster than 1080Ti across all resolutions.
 
talking of which, The Witcher 3 with mods and using RTX looks like this. :oops:

A little off-topic, but they should try to use a higher value for the water reflection refresh update. The low value is a little distracting, since it feels like the water is covered by some kind of film when you move through it.
 
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