There is an enormous disconnect between the visual quality achieved here and the marketing by the talking heads.
There is an enormous disconnect between the visual quality achieved here and the marketing by the talking heads.
Wow..
There is some mention of REYES being combined with small amounts of ray tracing in this Pixar source document, but the examples they mention differ ('A Bugs Life', 'Cars', 'City of Lost Children', 'Speed Racer', 'Poseidon').Wow..
The amount of incorrect information on that one is quite amazing.
Toy Story & Jurassic Park didn't use any raytracing. (REYES even though almost having a RAY in name is still rasterizer.)
Also they didn't describe what they trace in their movie.. They say it's realtime render so I wager that none. (Or small amount.)
paper.pdf (pixar.com)Unfortunately, the Reyes algorithm is a bit cumbersome to use since shadows have to be rendered with shadow maps and reflections rendered with reflection maps, both of which need to be generated in a pre-pass. Furthermore, global illumination has to be faked with many manually positioned light sources (“bounce lights”)—which requires an expert eye and is very labor intensive. Over time, the Reyes algorithm has been combined with ray tracing and with many of the global illumination methods described in the following sections.
Gods of Mars: a sci-fi epic made with Unreal and Virtual Production by Jose Antunes - ProVideo CoalitionCaroleen “Jett” Green is the teams fantastic matte painting supervisor on Gods of Mars. She’s worked on Ghostbusters (1984), Indiana Jones and the Temple of Doom (1984) Never Ending Story (1984), Willow (1988), How to Train Your Dragon (2010). Production sponsors include Epic Games Epic MegaGrant, Creative Technologies, Lenovo, NVIDIA, Cooke Optics, ASUS, Wacom, Blackmagic Design, Stratasys and Artec 3D. The video GODS OF MARS: Creating a Universe published by the team to share the news about the project explains how the different hardware and software is being used.
There is some mention of REYES being combined with small amounts of ray tracing in this Pixar source document, but the examples they mention differ ('A Bugs Life', 'Cars', 'City of Lost Children', 'Speed Racer', 'Poseidon').
paper.pdf (pixar.com)
But yeah, there does seem to be a disconnect though the people involved in production seem to have tons of experience. It is possible ray tracing was added late in the game (past month) since no mention was made in the November 2020 video link below.
Gods of Mars: a sci-fi epic made with Unreal and Virtual Production by Jose Antunes - ProVideo Coalition
Yup, before Cars Renderman didn't really have any concept of tracing rays.There is some mention of REYES being combined with small amounts of ray tracing in this Pixar source document, but the examples they mention differ ('A Bugs Life', 'Cars', 'City of Lost Children', 'Speed Racer', 'Poseidon').
paper.pdf (pixar.com)
But yeah, there does seem to be a disconnect though the people involved in production seem to have tons of experience. It is possible ray tracing was added late in the game (past month) since no mention was made in the November 2020 video link below.
Gods of Mars: a sci-fi epic made with Unreal and Virtual Production by Jose Antunes - ProVideo Coalition
Not sure if this was mentioned previously.Finally, we would like to finish this update with a development status. We’re progressing smoothly, including Xbox Series X/S versions as well. The aim is to deliver the product of the highest quality possible on every platform it’s announced for. With fast SSD, RTX support (both Series X and S) and 4K-resolution (Series X), we’re pleased to see how S.T.A.L.K.E.R. 2 is shaping up to be the ultimate experience we’ve initially promised.
Oh for crying out loud, even Microsoft, whose API DXR is, is now calling raytracing RTX?Not sure if this was mentioned previously.
It's an article by GSC posted on the Xbox site and the site editors and managers wouldn't know any different. It's the fault of GSC really and very tacky. The Nvidia echo chamber here love it though.Oh for crying out loud, even Microsoft, whose API DXR is, is now calling raytracing RTX?
edit: even if that's straight from Stalker devs instead of MS, it's still facepalm worthy
it would have been correct if they saidOh for crying out loud, even Microsoft, whose API DXR is, is now calling raytracing RTX?
edit: even if that's straight from Stalker devs instead of MS, it's still facepalm worthy
Worth pointing out, that the content is from Public Test Realm aka beta-version of the patch adding RT support, not retail patch.
It's an article by GSC posted on the Xbox site and the site editors and managers wouldn't know any different. It's the fault of GSC really and very tacky. The Nvidia echo chamber here love it though.
So far "Nvidia echo chamber" seemingly don't care while the most objective and totally brand neutral guys seem to be really bothered by this...
If you're referring to my stance, I don't have disdain or hated or close to that for Nvidia. I think their products are fantastic, both hardware and software. They're miles ahead of AMD in both departments, especially software ecosystem across all platforms of general computing. Their introduction of Ray tracing in particular is one of the biggest impacts to gaming for a long time and I'm really looking forward to picking up an ampere this year.It baffles me why some people think unconditional disdain for Nvidia is an objective and neutral position. It seems exhausting.
To be fair, it’s a new paradigm for all vendors. Traditional raster graphics have been here for 2 decades now and RT acceleration having its first mainstream dive starting with this generation of consoles. I’m not sure what we were expecting, I guess it’s true it’s hard to spot the difference between baked lighting and RT lighting but games have purposefully limited lighting design for games because of this.That is what happens when you have 2 years with featuresets uncontested in the marketplace. Ray tracing is associated with RTX now. Its not that Nvidia even did a spectacular job for the first year and a half... they were simply the only option.
If you're referring to my stance, I don't have disdain or hated or close to that for Nvidia.
I have some disdain for Nvidia's marketing bullshit but I have that for a lot of companies marketing and PR crap. That's just part of living in a capitalist market competition.
I'm neutral in that I see what tech companies can provide me and choose not to actively promote them in any way outside of comments like above. It's the constant promotion for sake of boosting Nvidia's image and the relentless railing against their competitors that get me.
It's not malicious at all, it's branding for their implementation of technologies. I just find it disgusting when people are so smothered with branding that they regurgitate it without thought. It shows how susceptible they are to manipulation and how little they actually have their own minds, just consume whatever they're fed. The latest GSC article on Xbox is a classic example. Having been part of B3D since 1998, I've never seen B3D as a place where that kind of branding nonsense has been pushed so hard as it has been here in the last 2 years.They’ve done some shady shit over the years but their RTX marketing hasn’t been particularly malicious.
That's my point, I don't want boosters here.I think part of it though is that Nvidia simply puts more stuff out there for boosters to boost.