Great Minecraft RTX vs SEUS PTGI comparison
from comments section:
Thanks guys for such a great comparison! It's interesting for a few reasons. First, you are comparing a HW vs SW solution. Second, it's low level DX12 + DXR1.0 vs OGL + GL's compute shaders. Third, it's more or less universal fully path-traced renderer with clever tricks vs highly tailored to minecraft hybrid renderer with both rasterisation and SW path tracing GI. Here is my score for both. Universality: SEUS is great, but doesn't support moving entites and other dynamic geometry. SEUS's RT acceleration structure is highly customized for cubic blocks and chunks, which are static. Minecraft RTX on the other hand uses much more general BVH with dynamic objects support, hence all dynamic objects are supported (and different non-cubic shaped objects must be also supported, though, likely w/o irradience cache support, which is likely baked in in cubes vertices). Hence, the point goes to Minecraft RTX for its versatility. Minecraft RTX - 1, SEUS - 0 Physical correctness and plausibility: SEUS uses rasterization for shadows, caustics and seems a number of other effects, it's a hybrid renderer after all. Due to rasterisation, it doesn't support realistic umbra, penumbra and other soft shadows from area lights and we all know the sun in minecraft is huge (area wise), hence almost all shadows must be soft and diffuse like in path traced Minecraft RTX. With rasterisation, you can do only so much as in SEUS. Even with variable penumbra shadow maps sampling and filtering, it will still be highly limited (though, SEUS doesn't use Percentage-Closer Soft Shadows). Even though SEUS still supports soft shadows from indirect lighting via path tracing, so does the Minecraft RTX. So, the point goes to Minecraft RTX for realistic primary path tracing shadows from area lights and for path traced caustics. Minecraft RTX - 2, SEUS - 0 There are many other aspects in which Minecraft RTX is much better - less noises (more rays) and irradiance cache visibility in low light conditions -
1:05, more bounces and less energy loss due to spatio-temporal RT filtering (environment better matches to magma's color and the whole scene is brighter) -
1:10, ray marched volumetric sun shafts with color transport in Minecraft RTX, support for dynamic reflections (moving objects) on full range of PBR materials (from 0 to 1 roughness), blocks with textures with transparencies (such as leaves blocks on trees) are rendered correctly - you can notice how GL renderer with SEUS misses back faces on such blocks -
2:28 (look at the tree). As you can see, devil is in details, Minecraft RTX is obviously much more advanced, though, you'd expect this from a fully path traced title with HW ray-tracing acceleration