Next gen lighting technologies - voxelised, traced, and everything else *spawn*

Discussion in 'Rendering Technology and APIs' started by Scott_Arm, Aug 21, 2018.

  1. DavidGraham

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    On the performance front, I can personally report that it's running a damn near flawless 60fps locked at max/extreme settings and Ultra DXR with no DLSS, running native 1440p on my 2080Ti. There are occasional places where it drops to the 50s, but those don't last long. There are many places where it's also comfortably above 70fps.
     
    #1201 DavidGraham, Feb 17, 2019
    Last edited: Feb 17, 2019
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  2. OCASM

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    If only there was an .ini file somewhere that allowed you to trade that performance for more bounces/rays per pixel...

    Oh, how I miss the old days :-(
     
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  3. troyan

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    Performance is much better than for example Rise of the Tomb Raider with VXAO on a GTX980TI: https://www.geforce.com/whats-new/g...ide#rise-of-the-tomb-raider-ambient-occlusion

    BTW: Look at the quality of VXAO. No difference to Metro. It is shame that this quality is not demanded by games and we still live in a screenspace world.
     
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  4. JoeJ

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    uuuhh... both VXAO and HBO+ looks total crap to me. Metro AO ist the first time AO looks good at all.
    Oh, after looking AO off as well it still looks terrible. Lighting is totally flat, looks like constant ambient. So i can not judge VXAO based on this game, but RT AO would surely help here.
     
  5. JoeJ

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    ... sorry, after scrolling down a lot i found an image where VXAO shows its improvement. (Interior scene with open door)
    Yes, much better than HBAO, but the objects float a bit. Typical voxel limitation. But i agree it's not much worse than Metro.
    Would be interesting how it looks in motion, voxelization on characters could cause a lot popping?

    I would not want to spend so much memory and cycles on voxelization just for AO. I know from other dev tracing reflections in 256^3 sponza scene only takes 1-2ms, but the voxelization takes 10ms!
     
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  6. Dictator

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    By the way, a correction to my video on Metro RT - I say it is diffuse GI only which is improper and wrong. I managed to mess that up and not add in the details from our interview, I thought I had gone back and corrected it :/

    AAh, but there is an obvious indirect specular contribution there which is pretty evident in the scene around 15:36
     
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  7. OCASM

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    Yes, that's why voxelization is done only for static objects in engines like Unigine and Godot.
     
  8. Shifty Geezer

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    This is a style I want to see attempted on RTX. Something like this should be rendered pretty photorealistically in RTRT.

     
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  9. Jupiter

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  10. London Geezer

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    Linky no worky
     
  11. milk

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    Yoshi crafts world
     
  12. Cyan

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    there is a bright future ahead for Raytracing, it seems. Not only AMD is going to release RT GPUs but Intel also backs off this technology. Back to the future, Intel created a Raytracing demo 10 years ago.

     
    #1212 Cyan, Feb 19, 2019
    Last edited: Feb 19, 2019
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  13. JoeJ

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    Another Minecraft path tracer (this time classic path tracing with 2 bounces).
    Interesting showcase of various denoising improvements.
     
  14. Shifty Geezer

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    Quality and performance are top notch (what hardware is it running on), but light update lag is a signfiicant issue.
     
  15. Scott_Arm

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    Is 70fps in Minecraft at 1440p top-notch performance? It is 2 bounces, vs 1 for Metro. It is just a demo, vs a production implementation, so I'm not sure it would really be fair to compare performance anyway. It does look very nice, and I do like his idea of storing the average colour for a particular texture for GI purposes. Instead of actually sampling a point on a texture for colour information, he can just use the same average sample for the whole texture. There must be some performance improvements there, and it actually might lead to a less noisy and "better" look when you're dealing with 1 or less than 1 ray per pixel.

    Edit: It's a GTX1080, very simple simple map even by minecraft standards. Would be interesting to see how the BVH affects performance as the world gets bigger. Geometric complexity here is pretty simple, but the GTX1080 isn't exactly a ray tracing gpu, even by raw compute standards.

    Also, Minecraft is written in Java ... wtf ... so I imagine there's some lost performance there.
     
    #1216 Scott_Arm, Feb 20, 2019
    Last edited: Feb 20, 2019
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  16. JoeJ

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    Here is another. Large world, specular reflections, water. Runnung on 960, fps pretty low.

    Temporal filter causes the heavy lag, Q2 does much better here.

    If i got this right, he even needs to voxelize from some screen buffer - maybe he has no access to the data directly.
     
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  17. lefantome

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    I was reading about SEED demo PICA PICA and they really did an amazing job to try to make everything look good despite huge limitations.
    Still, a simple demo like that requires a lot of power.

    I really hope that some ray tracing could be used to improve graphics in next gen games other than reflections (in my opinion they are not that useful from a cost/performance pov) and shadows (like in Tomb Raider) but I think we will have to wait for Next-Next-Gen (2027?)

    Then we I hope we will be able to enjoy 4K raytraced visuals and let graphics talks be a secondary aspect of gaming tech.
     
  18. BRiT

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    Minecraft has multiple engines, depends on which version. The consoles and Win10 uses C++. Original version is Java using Lightweight Java Game Library to inteeface to native libraries like OpenGL.
     
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  19. Scott_Arm

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    Metro patch to fix some GI colour bleeding issues and improve performance.
     
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