It is SSR like in 90% of the games out now. It is already "standard".
I think i read it was slighty better but I was fast reading though the thread.
There are different implementations of SSR, the top quality is not bad.
It is SSR like in 90% of the games out now. It is already "standard".
Hmm, looks like you're right. It's certainly not as described - 'true' raytraced glossy reflections. In the 'rain' example you can see reflections of lights that aren't present...
Screen space ray tracing.Guerilla always use a mix of different techniques in their games. They did the same in HZD : "Another important part is reflections, and although we do have real-time raytraced reflections since Killzone Shadow Fall, cubemaps remain a very important part of the pipeline."
https://80.lv/articles/horizon-zero-dawn-interview-with-the-team/
Yup.Screen space ray tracing.
Tensor cores can only really be useful at doing AI style work.So, is there any more knowledge floating around out there about how Turing's actually used?
Can the RT and tensor cores take most of the burden for shadows, reflections, and upscaling, leaving most of the rest of the silicon free for rendering some mad shit?
Are the tensor cores actually necessary as part of the GPU, or could their functionality be replaced with the likes of Sony's X1 upscaling hardware?
SSR = Screen Space Ray Trancing. You can't do SSR without Tracing Rays. Guerrilla insisted on mentioning "Ray Tracing" just to sound cool.
Tracing rays is not only used for "glossy reflections". It's an integral part of SSR. There's no SSR possible without tracing rays. Guerrilla isn't doing anything fancy at all. They pointed out the ray tracing part of the algorithm to sound cool.I don't think so. Not all games using SSR use ray traced glossy reflections. Or it was at least true at the release time of KSF.
It's like saying ligthing is just lighting and there's no difference between dynamic and baked lighting.
They just pointed out the particular technique they used.
Screen space ray traced glossy reflections. Glossy simply means they take material roughness into account.I don't think so. Not all games using SSR use ray traced glossy reflections. Or it was at least true at the release time of KSF.
It's like saying ligthing is just lighting and there's no difference between dynamic and baked lighting.
They just pointed out the particular technique they used.
Yes, the video had silly text.They certainly shouldn't have used the qualifier 'true'. The only legitimate use of their phrasing is for ray-traced geometry and lighting. Anything that doesn't give 'true to life' results (reflected off screen objects etc) is not 'true ray-traced'.
yes, on digital dragonsYes, the video had silly text.
They did give presentation around same time on the subject which was very clear on what they did though.
Interesting video. I heard the word "raytracing" plenty of times in the second half of the video.Thanks.
Yes, planar reflections work as always.Well, to those that say this would not be possible without ray tracing, Hitman 2 did just that for reflections on consoles. It just used a different camera angle to render the reflections and it works even on base-consoles.
Yes, I know, it would be better with ray-tracing etc, but still it proves the point I (and some other users) mentioned before. Quite good and convincing reflections are possible on todays hardware without a monster-GPU.
At quarter resolution with no AO, lighting is toned down, and no reflections within reflections. Also curved surfaced lack dynamic reflections altogether, and rely on cubemaps.New Well, to those that say this would not be possible without ray tracing, Hitman 2 did just that for reflections on consoles. It just used a different camera angle to render the reflections and it works even on base-consoles.