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

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

  1. iroboto

    iroboto Daft Funk
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    Yea they are certainly bolt ons, and as we saw with Battlefield, bolt-on RT could lead to a lot of unforseen bugs.

    That being said, will still be interesting to see the results. I suspect we'll see a lot of this type of bolt-on behaviour for a lot of transitioning products over the next 2 years.
     
  2. Scott_Arm

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    Looking at Metro and Control, it's quite clear their investment is more significant as they're using it more pervasively in their renderer, so I think they'll be more interesting in terms of performance benchmarks and also they'll have time and experience to optimize, as will Nvidia, Microsoft.
     
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  3. Scott_Arm

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  4. DavidGraham

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    Issues like what exactly? I am interested to know because this is still a pre-computed effect right?
     
  5. Scott_Arm

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    They can accomodate dynamic geometry, improve light-leaking, reduce staircaising from the low-resolution svt and solve for near-field global illumination.

    The example with the magazine receiving somewhat random gi data because of the gi resolution being 25cm is interesting. He talks about sampling the middle between the data above and below the table, so I don't know if that's like lerp, but regardless the magazine on top of the table is affected by the lighting underneath the table because of the resolution of the svt. They can fix it by shooting rays from the geometry into the gi volume.
     
    #785 Scott_Arm, Dec 6, 2018
    Last edited: Dec 6, 2018
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  6. DavidGraham

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    That alone is a big win right there ..
     
  7. Shifty Geezer

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    This is a demo from a voxel lighting solution I linked before, that hasn't developed into something usable in games yet, plus has quite a few artefacts. It's the kind of thing I think shown on RTX with really good framerates, scaled up to full scenes, would prove the value of RT hardware.

     
    #787 Shifty Geezer, Dec 6, 2018
    Last edited: Dec 6, 2018
  8. milk

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    that they already did, much like in Quantum Break. It's a quality improvement only, albeit a dramatic one.
     
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  9. turkey

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    Interesting interview with Phil Spencer which talks about X Cloud and next generation silicon. Flexible silicon for multiple uses including machine learning. Tensor core could fit in here.

    https://twinfinite.net/2018/12/phil-spencer-buy-ea-next-gen/

    “The thing that’s interesting for us as we roll forward, is we’re actually designing our next-gen silicon in such a way that it works great for playing games in the cloud, and also works very well for machine learning and other non-entertainment workloads. As a company like Microsoft, we can dual-purpose the silicon that we’re putting in.

    We have a consumer use for that silicon, and we have enterprise use for those blades as well. It all in our space around driving down the cost to serve. Your cost to serve is made up by two things, how much was the hardware, and how much time does that hardware monetize.

    So if we can monetize that hardware over more cycles in the 24 hours through game streaming and other things that need CPU and GPU in the cloud, we will drive down the cost to serve in our services. So the design as we move forward is done hand-in-hand with the Azure silicon team, and I think that creates a real competitive advantage.”
     
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  10. Scott_Arm

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    I don't think you need to go that far to prove the value of RT. There's a lot of room between direct sampling of pre-computed GI and fully real-time computation, either path-traced or with lower resolution voxel representation. The more dynamic the better, but for many games that are mostly static, pre-computation will always be faster, especially because you can bake infinite light bounces, and for all scene lights. GI really is kind of the ultimate goal though. I think ray-traced AO that looks "correct" will be a bigger win that people expect, and so will soft shadows. They'll remove a lot of the flat look that games can have, and give scene much better depth. Lighting will probably be an even bigger jump, and that Remedy solution looks pretty nice. We'll see what ends up being in control, and whether it includes their "near-field" GI, which solves a lot of the flat lighting look a lot of games have.
     

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