On the bright side, the COD folks haven’t been shy about presenting at SIGGRAPH for the last few years.
Yeah that's the impression I got from the article, it's obviously a marketing collaboration with Activision. Note that at the end of the article, he states he had hands on with an alpha of the single player content that is presented in the trailer, so at least he's not just speaking from a trailer analysis perspective but from seeing the game itself. What it doesn't state is whether he saw anything beyond the content in the trailer (ala he got to see those cutscenes and transitions running on the PS4P) or whether he actually got to see gameplay. From the wording, it's the former.Feels like an article handed by Actvision/Infinityward pretty much written already, and Richard may have changed a few words here and there. It's more of a PR plug than a typical DF investigational piece.
Yup.On the bright side, the COD folks haven’t been shy about presenting at SIGGRAPH for the last few years.
In particular, the motion capture and camera work is very realistic. In a game with gamey animations for fast response, there'll be an abrupt change in feel and, even with everything looking the same with the same tech in operation, it'll not have that same verisimilitude.Is it impressive? Hell yes, the realism is amazing.
Current-gen lighting isn't good enough for photogrammetry outside of lightmaps and IBL. Can't wait for next-gen voxel/ray tracing lighting to finally fix this.The night vision bits looked great.
The helicopter fly-around at 1:10 looked very game-y
so apparently, just reading around, to expect only Ray Traced Audio for COD.It's certainly interesting to see such an uptake in DXR between major engines & developers (UE, Unity, Frostbite, COD-engine).
responded in the DXR spin-off because idk where else.so apparently, just reading around, to expect only Ray Traced Audio for COD.
Which is not quite great because I posted it in the wrong thread, but also great because I want to see how good the implementation is. Also, might be viable for current gen consoles maybe ?
Not sure where you read that and why that should be expected?so apparently, just reading around, to expect only Ray Traced Audio for COD.
Which is not quite great because I posted it in the wrong thread, but also great because I want to see how good the implementation is. Also, might be viable for current gen consoles maybe ?
I read it on resetera? Not the most trustworthy source, should have checked it up myself, just took the posters 'casualness' as confirmation.Not sure where you read that and why that should be expected?
NV tweeted about it, think about
DXR support usually means ray traced graphics.I also agree on this 'wait and see'. I'll think we'll know more at E3 possibly. If not later on. I wouldn't expect nvidia to go full force on the marketing of RT on this one if it were just RT audio.
usually, but ray traced objects in DXR are generic (so not necessarily graphical in nature) in the API, so it could be used for any purpose the developers want to use it for.DXR support usually means ray traced graphics.
- Forward materials are a real problem
- Sometimes rasterization is good enough
- Take advantage of compute shaders when possible
- Some rasterization paradigms are incompatible with ray tracing
- Temporal reprojection/accumulation is key for denoising
- For real time, ray budget is extremely tight
- It might not make your image prettier, simply more accurate
To achieve a real-time frame rate while upholding quality, our Unity Labs researchers developed an algorithm in conjunction with Lucasfilm and NVIDIA
(see the paper they produced, Combining Analytic Direct Illumination and Stochastic Shadows). With this approach, the visibility (area shadow) can be separated from the direct lighting evaluation, while the visual result remains intact. Coupled with a denoising technique applied separately on these two components, we were able to launch very few rays (just four in the real-time demo) for large textured area lights and achieve our 30 fps target.
Real-time ray tracing is the only tool able to achieve the rendering of photorealistic headlights in real-time.
The usual workflow for game production is painful and relies on setting up Light Probes in a scene or using lightmaps. For the movie, we used a brute force one-bounce indirect diffuse approach with ray tracing – with this approach several rays are launched, allowing us to get the desired light bleeding effect. Such an approach gives artists immense freedom, without them having to set up anything.
https://blogs.unity3d.com/2019/04/11/reality-vs-illusion/Unity’s real-time ray tracing is a new reality. We aren’t trying to rebuild traditional production pipelines from the ground up. But we are removing some of the pain points that are typically associated with a project like this. Having the power to interactively change shots and get immediate feedback from the creative director and director of photography is invaluable. Thanks to the decision to build this film in Unity, we could potentially migrate this work to other projects with ease and create a diverse yet cohesive campaign across multiple mediums. Real-time ray tracing is affording us the ability to refine the traditional automotive advertising production pipeline to work in a more creative, collaborative and affordable way.
Ike mentioned that. There is one aspect nVidia contributed, which was the decoupled tracing algorithm, and it's implied that their involvement was really just through the research paper*. Everything else you posted (paragraphs 3 to 5) is just the benefits of raytracing which has nothing to do with nVidia's direct involvement on the software side.
Not much value besides once again pointing out that nobody should ever trust PR statements. Be it Nvidia's claims of greatness/miracle inventions or AMD's (RDNA being a new uArch from the ground... When it's clearly not...) ..Ike mentioned that. There is one aspect nVidia contributed, which was the decoupled tracing algorithm, and it's implied that their involvement was really just through the research paper. Everything else you posted (paragraphs 3 to 5) is just the benefits of raytracing which has nothing to do with nVidia's direct involvement on the software side.
I'm not sure of the relevance of nVidia's involvement anyway. If it's simply Ike poking a dig at PR, at a claim from nVidia at the time that they are associated with Unity's creation, that has no technical value to the discussion and shouldn't be raised (no link was provided as to the claimed comment from nV). If there's a technical value to nVidia's absence (shows RT is something any engine can add without requiring nV's direct support?), @Ike Turner should spell it out for the sake of the discussion.