GART: Games and Applications using RayTracing

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LOL, yeah, next time you are going to ask Apple to make Mac OS and iOS available to all hardware, ask Sony to make their exclusive games available to Xbox, Nintendo to make their games available to everyone, and Microsot to offer their billions of dollars worth of investment in other studios available to Sony.
 
ARK: Survival Ascended is a next-generation remaster of our beloved ARK: Survival Evolved, harnessing the power of Unreal Engine 5. It will be released on Xbox Series S/X, PC (Windows/Steam), and PlayStation 5 by the end of August 2023.

In addition to many other new features, ARK: Survival Ascended will feature the following improvements and enhancements:
  • Unreal Engine 5 Overhaul with Nanite, Lumen and RTXDI
 
At this year's GTC, NVIDIA presented an interesting technique called Neural Radiance Cache whose goal is making path tracing faster and better thanks to AI and the Tensor Cores available in GeForce RTX GPUs.

As you can probably guess by its name, NRC is a new way to cache radiance based on neural networks. Originally described in the research paper 'Real-time Neural Radiance Caching for Path Tracing', the technique trains the neural networks (using path traced data) to predict radiance at any point in the 3D scene.
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Instead of tracing the full path of rays from point X to Y and beyond, developers can simply query the Neural Radiance Cache to get an accurate estimate of that radiance. The advantage is immediately obvious, as the paths can be terminated earlier, thus improving both the speed (due to decreased texture loads, shading operations, and other savings) and the quality of the path tracing application.

As a bonus perk, Neural Radiance Cache produces less noise than regular path tracing since the estimated radiance comes from the cache. According to NVIDIA GeForce DevTech Engineer Jakub Boksansky, who explained NRC in the GTC 2023 talk, the technique is also very easy to integrate, needing very few parameters and being independent of materials, lights, shaders, et cetera. Last but not least, it's trained at runtime, so it supports entirely dynamic scenes by default.

In practice, NRC works by running a path tracer and gathering the output data as training points. The path tracer is also modified to terminate 96% of the paths early, usually after two or three bounces, while only the remaining 4% of the paths are traced from beginning to end. The latter paths are used specifically to train the algorithm.
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Right now, NRC only supports Microsoft's DirectX 12, though Vulkan compatibility will be added at a later date. As mentioned earlier in the article, Neural Radiance Cache also requires a GeForce RTX GPU since it relies on its Tensor Cores to work.
NRC_3-scaled.jpg
 
They only compare it to RT off though. How about RT Ultra vs Overdrive including performance differences? That would be the interesting part.
 
nVidia published a preview of the RT Overdrive mode in Cyberpunk: https://www.nvidia.com/en-us/geforc...y-tracing-overdrive-update-launches-april-11/

No Nvidia it's not "full raytracing also known as pathtracing" if you're still using a rasterized GBuffer for primary visibility and direct (RTXDI) and indirect illumination (probably RESTIR GI) are done in different passes. Still, very impressive stuff though and a big step forward in unifying the lighting pipeline in games. Differences to the existing Psycho RT mode probably won't be noticeable in most scenes. The improvements will be most obvious in areas with lots of lights and shadow casting geometry where RTXDI can do its thing.
 
Differences to the existing Psycho RT mode probably won't be noticeable in most scenes.
If you recall, the original psycho RT had all indirect lighting primarily still being done via the game's IBL probe system (the added half res GI only applied to sun lighting ON TOP of the probe lighting already there). I imagine this overdrive setting produce very different images than that for most scenes since they describe the Restir GI as replacing that completely.

AKA the difference between probe GI and RTGI.
 
If you recall, the original psycho RT had all indirect lighting primarily still being done via the game's IBL probe system (the added half res GI only applied to sun lighting ON TOP of the probe lighting already there). I imagine this overdrive setting produce very different images than that for most scenes since they describe the Restir GI as replacing that completely.

AKA the difference between probe GI and RTGI.

Yeah looking forward to the DF deep dive on this one.

If history repeats itself I'll probably play CP2077 on an RTX 8090 which will absolutely crush overdrive mode. Just got TW3 on sale but no chance I'm starting it anytime soon. The backlog is real.
 
So developers are finally starting to draw those lines ...

And the AMD sponsorship is just a coincidence? Let’s not be naive here.

Andrew suggests that developers should take a hard line on not adopting proprietary / lock-in features unless “all of the IHVs” agree to a common solution. That doesn’t seem like a realistic strategy as any one IHV can hold the entire industry hostage by simply choosing not to compete. The end result is a stalemate and everyone loses.

The actual way this should work is that IHVs should compete by supporting features that gamers want and ISVs should deliver those value added features in their games. In an ideal world the standards bodies and game developers would push for universal solutions that work on all hardware. But it simply isn’t happening and it leaves room for IHVs to set the agenda which they would reasonably do to their own benefit.
 
And the AMD sponsorship is just a coincidence? Let’s not be naive here.

Andrew suggests that developers should take a hard line on not adopting proprietary / lock-in features unless “all of the IHVs” agree to a common solution. That doesn’t seem like a realistic strategy as any one IHV can hold the entire industry hostage by simply choosing not to compete. The end result is a stalemate and everyone loses.
All IHVs are trying to compete in that space, just because you don't like one of their approaches doesn't make your proposition true ...
The actual way this should work is that IHVs should compete by supporting features that gamers want and ISVs should deliver those value added features in their games. In an ideal world the standards bodies and game developers would push for universal solutions that work on all hardware. But it simply isn’t happening and it leaves room for IHVs to set the agenda which they would reasonably do to their own benefit.
Then that burden should rest on the IHVs to give developers the incentive for exclusive feature integration whether that'd be getting them on their payroll or providing technical support/assistance indefinitely. Developers simply won't tolerate simping for free anymore ...

Ideals are for saps and so is exclusive feature development without a proper motivation. Developers are starting to see DLSS as nothing other than a power move to entrench the industry into more vendor control. As DLSS eventually falls out of widespread use, the chord will be cut by the creators themselves thus becoming permanently obsolete. DLSS will not stand the test of time and will age poorly as well ...

People have come to terms with the fact that the industry doesn't operate inside an Nvidia monopoly ...
 
Ideals are for saps and so is exclusive feature development without a proper motivation. Developers are starting to see DLSS as nothing other than a power move to entrench the industry into more vendor control. As DLSS eventually falls out of widespread use, the chord will be cut by the creators themselves thus becoming permanently obsolete. DLSS will not stand the test of time and will age poorly as well ...

People have come to terms with the fact that the industry doesn't operate inside an Nvidia monopoly ...
I don't understand.. DLSS, nor FSR are requirements in any games.. so why does this mean anyone would be entrenched? In the future, you likely wont need to utilize DLSS or FSR to play these old games at reasonable framerates so why is this such a big deal?

And why shouldn't vendors who invest massive amounts of time and money into these technologies be able to incentivize developers to adopt them and take advantage of them? The only reason FSR exists is because DLSS. The only reason why AMD is doing frame generation, is because Nvidia has done it...

Without these types of pushes to innovate, computer graphics would be pretty stagnant, wouldn't it?
 
All IHVs are trying to compete in that space, just because you don't like one of their approaches doesn't make your proposition true ...

FSR was a half baked reactionary counter to DLSS. It’s not part of some grand strategy to move the industry forward. Intel at least seems to be actually trying to compete.

Then that burden should rest on the IHVs to give developers the incentive for exclusive feature integration whether that'd be getting them on their payroll or providing technical support/assistance indefinitely. Developers simply won't tolerate simping for free anymore ...

That's exactly what AMD and Nvidia are doing...

Ideals are for saps and so is exclusive feature development without a proper motivation. Developers are starting to see DLSS as nothing other than a power move to entrench the industry into more vendor control. As DLSS eventually falls out of widespread use, the chord will be cut by the creators themselves thus becoming permanently obsolete. DLSS will not stand the test of time and will age poorly as well ...

People have come to terms with the fact that the industry doesn't operate inside an Nvidia monopoly ...

Ok IHV's are evil for driving technology forward to their own benefit. What do you think should happen instead? And why isn't it happening?
 
There are no developers drawing no lines, no nothing.

It's just an AMD sponsored title, those typically tend to block DLSS at launch (like Resident Evil games), despite this, some are the exception to the rule, Forspoken and Last of Us Part 1 have DLSS despite being sponsored by AMD.

Some games receive DLSS later, Like a Dragon: Ishin!, Judgment and Lost Judgment only supported FSR2 at launch, they added DLSS2 after a few weeks from launch.

Meanwhile DLSS3 continues to make great strides.
 
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