GART: Games and Applications using RayTracing

Discussion in 'Rendering Technology and APIs' started by BRiT, Jan 1, 2019.

  1. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,426
    Likes Received:
    909
    RTX off is some of the worst lighting I've seen in a while. RTX on looks very similar to standard probe GI we have been using. Maybe I'm missing something?
     
    Krteq likes this.
  2. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    RTXGI is a dynamic probe light system.
    So this is not that surprising.

     
    Dictator and PSman1700 like this.
  3. OlegSH

    Regular

    Joined:
    Jan 10, 2010
    Messages:
    801
    Likes Received:
    1,630
    Well, with probes there will always be issues with lighting mismatch depending on day time cycle conditions, scene configuration and state of objects in scene, such as trees.
    I guess this game has both the destructible environment as well as dynamic day-night cycle, hence with static probes, a few sets of probes must be prebaket just for the dynamic day-night cycle, let alone destructible environment which would require another set of probes times another set of day-night probes on top of that.
    With RTXGI you don't need to prebake all possible sets of probes for all scenes configurations, hence the proper dynamic GI.
     
  4. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,426
    Likes Received:
    909
    Most of the areas not in direct light are almost completely black in many of those RTX off clips. Not even a flat ambient grade.
     
    Krteq likes this.
  5. trinibwoy

    trinibwoy Meh
    Legend

    Joined:
    Mar 17, 2004
    Messages:
    12,058
    Likes Received:
    3,114
    Location:
    New York
    RTX on doesn’t look that great either. The indirect luminance and color looks off and the resolution seems low. Almost like directional ambient light of the wrong color.
     
    Krteq likes this.
  6. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    I thought the colour looked off in a lot of places to. The tree trunks lose their natural colour. I'm assuming a lot of that could be how the materials are designed. They shouldn't be picking up so much green from the vegetation around them. I don't know if that's an RTXGI problem so much as a material problem. Not sure though.
     
  7. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,889
    Likes Received:
    4,536
    Possibly the new "Infinite Scrolling Volumes" feature (uses ray tracing to constantly update the Global Illumination lighting volume around the player) still needs some fine tuning. I believe this is the first game to use it.
     
  8. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    682
    Likes Received:
    3,969
    Excuse the link to our article:
    https://www.eurogamer.net/articles/digitalfoundry-2021-the-matrix-ue5-demo-is-incredible

    UE5 switches lumen to use hardware ray tracing for Diffuse direct, indirect, and reflections and also for Area Light shadows, while also running on console hardware. Based on the interview I had with Epic engineers, Epic find HWRT to be a good fidelity and performance fit for nanite and lumen even in a very dense urban environment and running on consoles to boot.
     
    jlippo, Krteq, BRiT and 12 others like this.
  9. Dampf

    Regular

    Joined:
    Nov 21, 2020
    Messages:
    284
    Likes Received:
    474
    Glad to see UE5 is finally making proper use of HW-RT, increasing performance and fidelity at the same time compared to a software based approach.
    It's incredible RT is running on the consoles while also having such a complex environment to render. It really looks like Epic improved HW-RT a lot compared to the UE5 Early Access.
     
    pjbliverpool likes this.
  10. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,242
    Likes Received:
    3,402
  11. Dictator

    Regular

    Joined:
    Feb 11, 2011
    Messages:
    682
    Likes Received:
    3,969
    Only for area lights, sadly in this demo. Yeah it would help the open world up close for sure.
     
    PSman1700 likes this.
  12. Osamar

    Newcomer

    Joined:
    Sep 19, 2006
    Messages:
    231
    Likes Received:
    43
    Location:
    40,00ºN - 00,00ºE
    Just one quibble, no foliage or green at all.
     
  13. Davros

    Legend

    Joined:
    Jun 7, 2004
    Messages:
    17,879
    Likes Received:
    5,330
    I thought RT automatically got you shadows ?
     
  14. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,426
    Likes Received:
    909
    This is the kind of showcase example RTX has needed.
     
  15. pharma

    Veteran

    Joined:
    Mar 29, 2004
    Messages:
    4,889
    Likes Received:
    4,536
    Lol ... showcase demo? I'm sure you've seen the console forum comments regarding this demo.
     
    PSman1700 likes this.
  16. PSman1700

    Legend

    Joined:
    Mar 22, 2019
    Messages:
    7,118
    Likes Received:
    3,092
    He's off the tracks in the wrong section.
     
  17. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,426
    Likes Received:
    909
    The majority rightly find this extremely impressive.
     
  18. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,929
    Likes Received:
    5,529
    Location:
    Pennsylvania
    You meaning raytracing. RTX is an Nvidia brand moniker for raytracing and other effects limited solely to RTX GPUs.
     
    Kaotik likes this.
  19. techuse

    Veteran

    Joined:
    Feb 19, 2013
    Messages:
    1,426
    Likes Received:
    909
    I meant RTX has needed a showcase with visuals this transformative.
     
  20. DegustatoR

    Veteran

    Joined:
    Mar 12, 2002
    Messages:
    3,242
    Likes Received:
    3,402
    RTX got it years ago with Metro Exodus. Not a demo either.
     
    pjbliverpool and PSman1700 like this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...