I saw the included video only now. They do trace area shadows, and its very impressive overall to me. (just to correct myself)The UE4 demo uses RT only for reflections i guess, so shadows do not change.
I saw the included video only now. They do trace area shadows, and its very impressive overall to me. (just to correct myself)The UE4 demo uses RT only for reflections i guess, so shadows do not change.
It does shadows too. Support for GI is incoming in a future version.The UE4 demo uses RT only for reflections i guess, so shadows do not change.
Contains some valid points, but... RTX on does not mean everything can be assumed to be correct, because RT is only used for certain effects.
E.g. Metro uses RT only for the skylight, no other light sources, and smaller dynamic objects are not raytraced at all, thus the red circles.
The UE4 demo uses RT only for reflections i guess, so shadows do not change.
I saw the included video only now. They do trace area shadows, and its very impressive overall to me. (just to correct myself)
No, by reading and listening about what the developer and NVIDIA actually say, they both stated Metro supports only RT GI and RT AO. No RT shadows was ever mentioned whatsoever.This we have to figure it out by ourselves. By reverse engineering the screenshots.
Not really. The limitation to skylight only has been mentioned officially, also the exclusion of dynamic objects, IIRC. (Edit: some objects - not all)This we have to figure it out by ourselves. By reverse engineering the screenshots.
Oh, so UE4 demo runs only at 5-10fps. Very interesting! (i did not get the connection just by looking at the images - i was mostly confused )The photo of the text in black is from the dev explaining the video demo. I like how he is very honest explaining the artifacts and repeating it is not GI.
It is not mentioned in the interviews I made since it was not one of the direct questions, but the excuse that having the GI from every light impacted stealth gameplay is in fact the real reason why it is not in Metro Exodus - not because of performance or something. Their technique allows for GI from many more things than the sun and sky, it is just that the sun sky GI did not dramatically alter those areas of the game where stealth gameplay was big.Not really. The limitation to skylight only has been mentioned officially, also the exclusion of dynamic objects, IIRC. (Edit: some objects - not all)
I made a link to some NV site here some pages before. They said this honestly, even if the given reason for the skylight limitation, 'including more lights would have affected stealth gameplay' sounds like a bad excuse maybe.
Is there any useful information on this? i.e.Another alternative, very impressive:
Where did you get this? Based on my gaming experience in this game, RTGI works for all dynamic objects - train, characters and so onalso the exclusion of dynamic objects
It's not a limitation, GI for spot lights has been disabled to preserve stealth gameplay mechanics.The limitation to skylight only has been mentioned officially
If defending RTX is to spread wrong info about RTX implementations in different games, then you are doing it right, sorryAlso i'm probably the last one here defending RTX
I say this because you sound pretty disappointed by what was promised, and what have been delivered so far.
We can't jump to conclusions. Common sense tells us that if GI was enabled from every light, it would have a performance impact. We just can't know how much.It is not mentioned in the interviews I made since it was not one of the direct questions, but the excuse that having the GI from every light impacted stealth gameplay is in fact the real reason why it is not in Metro Exodus - not because of performance or something.
Personally i do not accept it for this reason: RTX adds much darkening with its AO. This darkening affects stealth game play a lot more than some bounce light. Additional bounce light would only help to leverage this effect.It is not mentioned in the interviews I made since it was not one of the direct questions, but the excuse that having the GI from every light impacted stealth gameplay is in fact the real reason why it is not in Metro Exodus - not because of performance or something. Their technique allows for GI from many more things than the sun and sky, it is just that the sun sky GI did not dramatically alter those areas of the game where stealth gameplay was big.
If you look at this image image with the couple sitting on the small table beside train window, you can see the objects on the table (cup, gun, lamp) to not emit ambient occlusion, because they are not included int scene for RT.Also, what objects are you talking about that do not affect or get affected by ray tracing that was officially named? I was not briefed on that at all when I interviewed the devs and cannot think of any obvious instances.
I assume the real reason could be too much necessary manual tuning work on the light settings, or a need for some data structure to know which lights affect which parts of the scene. And they did not have enough time.
He has description on the gamedev.net site i have linked. I assume he only voxelizes dynamic stuff (curtain). I had 80 fps, but ofter adding curtain it dropped to almost half of that. The curtain iluminates the scene, IIRC. (The demo is downloadable)Is there any useful information on this? i.e.
Does he voxelize the scene every frame?
Sigh... if i'm wrong then not because i would lie to talk RTX down. I'm sometimes wrong, as you know, but my motivation only is flexibility, prefer compute over FF, make sure RT FF is really needed before throwing it to the market in a big surprising act. If FF, then expose at least as much as possible.If defending RTX is to spread wrong info about RTX implementations in different games, then you are doing it right, sorry
Response:I contacted Boostclock who noticed the same thing and have approached the developer behind Fermat, so hopefully we get clarification soon.
Well foliage is most definitely included in the retail product, I even mention it in my video (16:46 or so) with a clear example (and there are many others I have in my collection of footage) - the version of technique shown around Gamescom was really rather different in performance and how it functions based upon everything I saw and what I was told.They mention exclusion of objects, e.g. foliage. I knew it before as well because it's visible in the old dev video.
That's cool, the interesting stuff is whether he uses some general algo to voxelize the curtain and which can be applied to any triangle geometry in any game or whether he built some specific algorithm to speed up voxelization by working with the physics engine spheres representation of geometry.I had 80 fps, but ofter adding curtain it dropped to almost half of that. The curtain iluminates the scene, IIRC. (The demo is downloadable)
But you can see the cup and agree with me? Image just one page up in NikiTos post.Well foliage is most definitely included in the retail product
This is why I don’t/stopped reverse engineering screenshots. Unless you have the metro devs come in here and tell you what’s happening, it’s a pointless discussion. There are just too many factors that can be happening behind the scene that you may not know of. I do agree that sometimes there are glaring issues, but DF will also catch that as well.But you can see the cup and agree with me? Image just one page up in NikiTos post.
You guys drive me crazy sometimes. Sometimes i argue with other dev when he says 'Games are just smoke and mirrors'. He's right. This is how games work and people do not spot it.
It's even more crazy i get attacked for exposing such obvious tricks, and the same would apply to accusing this to Metro devs. Nobody ever promised it would be perfect and accurate - almost nothing is.
Indirect shadows are the direct result of how GI worksNo RT shadows was ever mentioned whatsoever.