Impact of nVidia Turing RayTracing enhanced GPUs on next-gen consoles *spawn

Discussion in 'Console Technology' started by vipa899, Aug 18, 2018.

Thread Status:
Not open for further replies.
  1. troyan

    Regular

    Joined:
    Sep 1, 2015
    Messages:
    605
    Likes Received:
    1,126
    ... AA?
     
  2. see colon

    see colon All Ham & No Potatos
    Veteran

    Joined:
    Oct 22, 2003
    Messages:
    2,756
    Likes Received:
    2,206
    Are there any games that use the stencil method? It seams like it shouldn't have much of a performance penalty or be less flexible compared to render to texture, and but would avoid any artifacts caused by it.

    immediate edit - is this how portals in Portal and Prey are done? Obviously they aren't reflections, but the technique would be essentially the same.
     
  3. jlippo

    Veteran

    Joined:
    Oct 7, 2004
    Messages:
    1,744
    Likes Received:
    1,090
    Location:
    Finland
    I'm not sure which games use stencil buffer method for reflections.
    It's less flexible as you cannot render in low resolution or use bumpmapping with it. (At least easily.)

    This should cover the method used.
    https://th0mas.nl/2013/05/19/rendering-recursive-portals-with-opengl/
     
  4. vipa899

    Regular

    Joined:
    Mar 31, 2017
    Messages:
    922
    Likes Received:
    354
    Location:
    Sweden


    Turing might be a great architecture for the next gens, even without RT hardware, for normal rasterization turing does a really good job, much faster then 10XX series.
     
    Babel-17 and eloyc like this.
  5. ultragpu

    Banned

    Joined:
    Apr 21, 2004
    Messages:
    6,242
    Likes Received:
    2,306
    Location:
    Australia
    This basically sums up why RTX is not a viable option in modern games yet and why next gen consoles should not adopt it either.

    And we're only talking about one feature of Raytracing in this video, a full blown real time RT pipeline comprising of shadow, reflection, GI and AO are simply not possible for another decade or two.
     
  6. eloyc

    Veteran

    Joined:
    Jan 23, 2009
    Messages:
    2,551
    Likes Received:
    1,705
    It's amazing how the same exact fact can be definitive proof for both adoption and rejection.
     
    Scott_Arm, OCASM and Shifty Geezer like this.
  7. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    People shouldn't separate shadow, GI and AO in a raytraced pipeline. True raytracing from surface to light source includes AO (actually an approximation of GI using a large area light) and shadows. What RT can bring to lighting in general is yet to be tested. It's open to more shortcuts than reflections so may work at good framerates.
     
    ultragpu likes this.
  8. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,144
    Likes Received:
    10,288
    What I find the most puzzling, is that no one is actually talking about the most obvious thing: it really does not look all that amazing even with RTX enabled! It's still the same old basic BF game, with some reflective surfaces more reflective and less broken (but still broken!), and it still looks basic 'AF'. WHAT IS THE POINT.
     
    lefantome, ultragpu and BRiT like this.
  9. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    That's because everything except the reflections is the same. Once the lighting gets upgraded, it should look notably better and next-gen. Adding reflections is just an easy add.

    You then have a whole other question though whether devs are going to bother creating RT lighting solutions given the market size for such a thing, factoring in not only the expense of the cards but potential impact on framerates and if PC players would rather have better lighting or higher framerates. RT in a console would give a much larger market to drive development of alternative lighting engines.
     
    lefantome, BRiT and Heinrich4 like this.
  10. Jupiter

    Veteran

    Joined:
    Feb 24, 2015
    Messages:
    1,583
    Likes Received:
    1,198
    SSRs are looking terrible in games. If SSRs are still there in the next generation it is gonna get ugly. All the artifacts in SSR are immersion disturbing. The viewport limitations are also there at all the time. Raytracing looks particularly good in Battlefield when a V1 explodes Rotterdam. Then all windows reflect the explosion. This contributes incredibly to a much better overall impression.

    Battlefront II has many screnarios where raytracing reflections would fit as well.
    BF 2 (1).jpg

    BF2 (2).jpg BF2 (3).jpg
     
    Heinrich4, OCASM and DavidGraham like this.
  11. London Geezer

    Legend Subscriber

    Joined:
    Apr 13, 2002
    Messages:
    24,144
    Likes Received:
    10,288
    But that's my point. Just reflections tank performance. Add shadows and GI, you have no game. It's just not going to work any time soon.
     
    Silent_Buddha likes this.
  12. Malo

    Malo Yak Mechanicum
    Legend Subscriber

    Joined:
    Feb 9, 2002
    Messages:
    8,931
    Likes Received:
    5,529
    Location:
    Pennsylvania
    I think it could really benefit some single player experiences with slower pacing, where possibly combined with DLSS could provide some higher resolution performance.
     
    BRiT, Heinrich4 and DavidGraham like this.
  13. OCASM

    Regular

    Joined:
    Nov 12, 2016
    Messages:
    921
    Likes Received:
    874
    That's why consoles should adopt raytracing. Compute was also a niche thing until consoles started using it.

    It's an add-on right now. A game designed with RT in mind would target settings that allow 4K 60fps with ray tracing enabled. "Ultra" is whatever the developers tell gamers it is after all.
     
    Heinrich4 likes this.
  14. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Dedicated Halo Forge baking accelerator.
     
    BRiT and iroboto like this.
  15. HMBR

    Regular

    Joined:
    Mar 24, 2009
    Messages:
    418
    Likes Received:
    106
    when I watch the video I really don't think that it looks that amazing, but once the effect is disabled I think it looks wrong and I miss the effect, I think it enhances the visuals quite a bit...

    but... first gen hardware and early days for software, it can only get a lot better, it's fairly impressive
     
    OCASM and DavidGraham like this.
  16. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    Poassibly, but lost the reflections and have just proper lighting, it should make everything more 'next gen'.

    True if what we want is the best thing to drive RT progress. Debatable if what we want is the best console in terms of cost, efficiency, and performance for a 5+ year gaming product.

    You state that as fact, but it's speculation. A game designed for raytracing in mind might not be able to hit 4K60 no matter what you do because the minimum possible demands of RT may be too much for the hardware that can be put in a console.There are still plenty of unknowns. The only step forward in our understanding so far is that we see the first gen hardware is not powerful enough to offer everything in these first attempts. We need to see more attempts to see how far this first-gen tech can be stretched.
     
  17. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,679
    Until devs go through multiple software iterations with RTX features, I'm not willing to write it off. That review says that Battlefield V with ray tracing is "RT-core limited." How do they know that? They say power consumption is lower with RT on, which means CUDA cores are underutilized. Sure, but how do you know it's not an issue with cache-friendliness of the RT shading on the CUDA cores, or something else? We have no idea how it's implemented, or what optimizations might be available, what the limitations are with the API or the profiling tools. Maybe glossly reflections are a performance loss and high-quality soft shadows are a performance win? Consoles last five to eight years, and the difference in quality between launch games and late-gen games is vast, and that's with evolutionary raster engines. Why is the first software release of a first hardware release a line in the sand that can't be passed? I'm not expecting Dice to suddenly release an update that gives a 100% performance gain, but in the world of software development for games, the first try is never the best try.
     
    pharma, OCASM, BRiT and 3 others like this.
  18. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,104
    Likes Received:
    16,896
    Location:
    Under my bridge
    I agree with you, but for argument's sake, the reason to think this is a 'line in the sand' is because ray tracing is a very straightforward solution that has existed for decades, and the only solutions to speed it up, which has been a huge priority for the professional industries, is more power and denoising. ;) If there were tricks that could double the throughput of raytracing on a CPU by reusing ray data, it'd already be in use in every raytracer out there. Of course, depending how the code needs to be implemented there could be bottlenecks in this version, and there might be aspects in a hybrid renderer that can share workloads between rasterising and tracing that'll improve overall performance.

    I guess another aspect is backlash. We've been hearing about raytracing improving everything, but this first example is only adding reflections and performance absolutely nose-dives. If BFV looked next-gen with the low framerate, it'd be a different story, or if it had reflections at only a mild impact. The initial impression after the beauty of things like the Pica Pica demo hasn't carried over, while of course there's the astronomical price-tag. So, yeah, I can understand a somewhat reactionary "is this it?" response after all the build up giving additional emphasis to this first title.
     
  19. DavidGraham

    Veteran

    Joined:
    Dec 22, 2009
    Messages:
    3,976
    Likes Received:
    5,213
    People are acting like consoles demand 100fps, consoles are content with 30fps. In 2020, we can get a good enough GPU that does ray tracing just fine @1440p30.
     
    pharma and OCASM like this.
  20. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,833
    Likes Received:
    18,633
    Location:
    The North
    lol trust me when I say it was harder to explain the differences with 4K and HDR when no one had a 4K screen or HDR.
    *it looks the same on my phone!*
    sigh.
    At least you can actually see the difference, you just need to know where to look. At a glance you won't notice, but over time you will notice. Until then, this is the best we can get while we wait for a more efficient rasterization technique.
     
Loading...
Thread Status:
Not open for further replies.

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...