GART: Games and Applications using RayTracing

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

  1. SlmDnk

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  2. Remij

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  3. SlmDnk

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  5. Phantom88

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    From the Serious Sam RT maker
     
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  6. PSman1700

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    Nice, one of the games many want RT for. Now the first Unreal, HL1, dues ex....
     
  7. Phantom88

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    [​IMG] [​IMG] [​IMG]


    pics look darker for some reason, but in game it looks fine. Its a nice job done on this. The game is really heavy at full render resolution which you can select in the options. Its a little bellow 60 at 1440p/3080. FSR bumbs it up to 90-100

    This guy is already doing Half Life, he has a trailer his channel
     
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  8. DavidGraham

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    Just tried it on my 2080Ti, it runs 4K60 using DLSS performance (effectively 1080p native). It looks awesome!
     
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  9. Phantom88

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    You can run dlss ? It says not available for me. Wonder what the reason is. I thought he didnt implement dlss yet

    [​IMG] [​IMG] [​IMG] [​IMG]
     
  10. PSman1700

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    Aha that i cant wait for to play.

    I have a 2080Ti (OC) too, will try tonight :p
     
  11. Phantom88

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    Oh damn, it says right there in the instructions, to use dlss download a dlss file and place it in the folder. I didnt read that :)) So yeah, dlss works too. Awesome
     
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  12. Malo

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    There seems to be a DLSS library on the github for it

    edit: You just noticed
     
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  13. milk

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  14. Shifty Geezer

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    Anyone examined the presentation? How's he getting 30 bounces? That in itself sounds excessive for lighting and only warranted for numerous reflective and transparent surfaces.
     
  15. chris1515

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    Because of the fur

     
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  16. trinibwoy

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    It says “up to 30”. That’s probably a fixed maximum. No way the average number of bounces is close to that.

    The bit about tessellating the fur on the fly is interesting. They couldn’t be doing that every frame right?
     
  17. TopSpoiler

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  18. Dictator

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    Yeah it is. Not a big fan of the ray traced scene so decimated in comparison to the primary View.
     
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  19. milk

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    Seems clever. From their own provided tests, the difference is negligible. The simplified scene representations can look quite horrid when shown directly, but as I understand it, they are only used for very long rays from very diffuse reflections. Sharp mirror-like reflection rays and ones that traveled short distances will still retrieve data from the full resolution polygon representation of the scene, no?
     
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