GART: Games and Applications using RayTracing

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This research seems to be the foundation of the DMM. Implemented in intersection shader so the ray throughput is very low, but shows very nice memory footprint and update delay. In Ada, Nvidia would have implemented this technique to be runs on the RT core natively.

 
This research seems to be the foundation of the DMM. Implemented in intersection shader so the ray throughput is very low, but shows very nice memory footprint and update delay. In Ada, Nvidia would have implemented this technique to be runs on the RT core natively.

DMMs are not based on this paper.
 
another comparison... sure default ray tracing just a bit better with its shading, but optimized one still gets great benefit over no ray tracing with better performance



some more comparisons for those who are interested (ray trace vs no ray tracing). i did not label the pics, and they're not in order (some of them might be ray tracing vs no ray tracing, some of them could be no ray tracing vs ray tracing etc. its a fun little game i play with my friends to see which one they would expect to be ray traced) but anyone who is familiar with ray tracing and played a couple games with ray tracing should be able to point out which is which

https://imgsli.com/MTQzMTI4 (this one was impressive for me, ray traced lighting makes the oldgen character model stand out, look much much better)
https://imgsli.com/MTQzMTIy/0/2 (ssr seems okay here. RTGI adds little shadow drops between the pearls of her necklace. impressive details)
https://imgsli.com/MTQzMDYz (practically ray traced ciri, yea)
https://imgsli.com/MTQyODA3 (ray traced anerietta)
https://imgsli.com/MTQzMjUx (alot of this could've been achieved with hbao most likely)
https://imgsli.com/MTQzMjU1 (them roof shadows though. even the goat gets something)
 
Basemark released a raytracing benchmark for mobile SoCs: https://www.basemark.com/benchmarks/gpuscore/in-vitro/

Runs at 40 FPS on 720p on S22 Ultra (they say its at 60% render res, but they also mention that it is the resolution of the reflections, so its unclear what they mean exactly).
That is indeed playable and very impressive for the first generation of HW-RT in smartphones.

Real-Time Raytracing on a smartphone, that is really exciting!


The Exynos 2200 appears to have a lead against the Snapdragon Gen 2 which is quite suprising.
 
After numerous patching, both Gotham Knights and The Callisto Protocol appear to be far less CPU limited at 4K with ray tracing.

Gotham Knights uses a very light form of RT reflections mixed with SS reflections on select surfaces, using the latest version with latest driver version, a 6950XT is virtually equal to a 3080Ti, and a 7900XTX is virtually equal to a 4080, and the 4090 is a mere 13% faster.


Callisto Protocol also has the 6950XT on equal footing with the 3080TI, the 4080 on equal footing with the 7900XTX, and the 4090 being 30% faster. The game has much heavier RT effects for shadows and reflections on many surfaces, as well as RT transmission for a form of advanced subsurface scattering on organic materials.

 
Question : Now that nvidia's ray tracing isnt the only game in town how are game devs treating it. Are they just supporting nv or supporting the type of ray tracing that works on everyone's hardware or trying to please everyone by supporting the universal ray tracing and proprietary ray tracing as well (is it only nv that have a proprietary ray tracing)
 
Question : Now that nvidia's ray tracing isnt the only game in town how are game devs treating it. Are they just supporting nv or supporting the type of ray tracing that works on everyone's hardware or trying to please everyone by supporting the universal ray tracing and proprietary ray tracing as well (is it only nv that have a proprietary ray tracing)
The latter. Devs uses the standard DXR or VulkanRT for basic implementation, and if they needed, implement vendor specific codepaths for optimizations.
 
I've been playing Dying Light 2 in last few days, the game is just looking amazing. One of the best RT implementations IMO. Few drawbacks I noticed are single bounced lighting and thin materials like fabrics et al doesn't bleed any light and look opaque.

 
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A Plague Tale Requiem got RT shadows in a new patch.


Returnal gets RT shadows and reflections on Feb 15th, when it's released.


Marvel's Midnight Sun got some heavy RT ambient occlusion and reflections implementation.

 
OMM SDK Beta has been released.
 
After numerous patching, both Gotham Knights and The Callisto Protocol appear to be far less CPU limited at 4K with ray tracing.

Gotham Knights uses a very light form of RT reflections mixed with SS reflections on select surfaces, using the latest version with latest driver version, a 6950XT is virtually equal to a 3080Ti, and a 7900XTX is virtually equal to a 4080, and the 4090 is a mere 13% faster.


Callisto Protocol also has the 6950XT on equal footing with the 3080TI, the 4080 on equal footing with the 7900XTX, and the 4090 being 30% faster. The game has much heavier RT effects for shadows and reflections on many surfaces, as well as RT transmission for a form of advanced subsurface scattering on organic materials.


One wonders when review sites are going to update their comparison charts. All the titles a lot of reviewers still use for RT are getting quite old at this point (Control especially).

Still, it's odd to see such jumps, cool though.
 
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