Has denoising via Tensor cores been implemented in any professional RTX integrations yet?Also, when previous HW was released the recent progress in denoising was not a thing yet. I think that's the tipping point.
Has denoising via Tensor cores been implemented in any professional RTX integrations yet?Also, when previous HW was released the recent progress in denoising was not a thing yet. I think that's the tipping point.
Has denoising via Tensor cores been implemented in any professional RTX integrations yet?
There are a few using Optix AI Denoising. The latest to make the jump was Luxion which will use Ray Tracing and Denoising.Has denoising via Tensor cores been implemented in any professional RTX integrations yet?
I couldn't disagree more about the research. I actually feel very little research has been put into hardware acceleration of ray tracing (at the very least, no where near the effort rasterization gets). In fact I'll wager that RTX(++?) and next gen consoles will still lag behind the technology imgtec had 5-10 years ago (yeah yeah, citation needed...). The field is wide open to me.
Imgtec discreet RT capable card and Intel's card coming within couple of years would be very exciting indeed.This is why I'm hoping, perhaps futilely, that IMGtec will re-enter the PC space at some point in the future. There's a lot of buzz around RT, Microsoft is interested in supporting, promoting and integrating it on PC, and more importantly IMGtec already have established IP in RT.
I'd try to see if Rhys could comment on any of this, but I'm sure if they are and he has any knowledge of it, that he wouldn't be able to talk about it.
But I can't help thinking that something like RT and IMGtec re-entering the PC space would be pretty exciting and worth going back to that company for.
Regards,
SB
I don't agree, ray-tracing chips have been looked into, designed, discarded...
You do have a point, of course, but it is not as strong as a PC-centric viewpoint might suggest. We will see, obviously.
I'm not saying it's never been tried! But let me rephrase it another way. I think one of the key aspects about imgtec's ray tracing hardware was they essentially had (incoming oversimplification) "hardware accelerated" BVH tree construction and searching (http://cdn.imgtec.com/sdk-presentations/gdc2014_introductionToPowerVRRayTracing.pdf). Nvidia's hardware doesn't have anything like that (drive.google.com/file/d/1B5fNRFwv2LsGlCBJ8oKYRiiDUtLMR4TY/view). There are still countless avenues worth exploring to accelerate ray tracing that don't directly involve firing rays.
Basically my problem with your post was "so holding ones breath is not a good idea.". I bet there will be many advancements in the future that will have non-trivial impact on performance (per watt). I mean just look at rasterization! That's been researched into the ground and they still come up with new ideas like mesh shaders. Closing the book on ray tracing research seems insane to me!
Err, where has anyone said anything remotely interpretable as "closing the book on ray tracing research"?I'm not saying it's never been tried! But let me rephrase it another way. I think one of the key aspects about imgtec's ray tracing hardware was they essentially had (incoming oversimplification) "hardware accelerated" BVH tree construction and searching (http://cdn.imgtec.com/sdk-presentations/gdc2014_introductionToPowerVRRayTracing.pdf). Nvidia's hardware doesn't have anything like that (drive.google.com/file/d/1B5fNRFwv2LsGlCBJ8oKYRiiDUtLMR4TY/view). There are still countless avenues worth exploring to accelerate ray tracing that don't directly involve firing rays.
Basically my problem with your post was "so holding ones breath is not a good idea.". I bet there will be many advancements in the future that will have non-trivial impact on performance (per watt). I mean just look at rasterization! That's been researched into the ground and they still come up with new ideas like mesh shaders. Closing the book on ray tracing research seems insane to me!
I feel there is an Ivory Tower attitude at Beyond3D when it comes to these kinds of things. Pushing the tech envelope is always good, whereas advances that make tech cheaper, more accessible, less power hungry or more ergonomic find little praise.
Say what again? How does RTRT result in "advances in cost and power efficiency in every segment of the market"?That’s not fair. Pushing the tech envelope certainly requires and results in advances in cost and power efficiency in every segment of the market.
That is actually not true generally. Trickle down technology has worked in 3D graphics because we have seen great lithographic advances. But that well has been drying up, so when is the RTRT performance on offer from the 750mm2 2080Ti going to be available at attractive costs and 4k?You won’t see people get that excited for integrated graphics because improvements there are seen mostly as a side effect of advances at the high end.
But from a developer perspective, it is so much better to have a larger addressable market than to support a fancy feature available to some PC gamers. It would really benefit them if IGPs were actually reasonably performant. That would be something to strive for that would benefit everyone - except of course Nvidia since they don't offer anything in that market segment, but ultimately it would be to their advantage as well if the PC games market grew.Poor integrated performance doesn’t appear to be holding back the industry. Many games are still unplayable on the latest Intel IGPs at the lowest settings so they’re certainly not a baseline target for a lot of devs.
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Control is probably the best example of RTRT at present. But enabling RTRT almost halves performance and drops RTX2080Ti performance levels to below GTX1660Ti. For a visual effect that most summarise as "ridiculously polished floors".
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Yes, Control probably represents the most sophisticated implementation of RTRT in a commercial game to date. But I’d also say that the ”polished floors” characterization is a fair description of the actual visual outcome. Even when I look at good comparison material like this at Techpowerup where I can move sliders and go back and forth over still images, that characterization remains apt.I would say this characterization is incredibly unfair, and maybe intentionally misleading. The ray tracing implementation in Control is far more than just glossy reflections.
Yes, Control probably represents the most sophisticated implementation of RTRT in a commercial game to date. But I’d also say that the ”polished floors” characterization is a fair description of the actual visual outcome. Even when I look at good comparison material like this at Techpowerup where I can move sliders and go back and forth over still images, that characterization remains apt.
And the very fact that I have to do this, squint at still images hunting for differences aided by knowledge of the technical background, says that it would have effectively zero influence on my enjoyment from actually playing the game.
The visual effects that RTRT helps us with are quite subtle and the kind of image information that our brains are largely wired to discard when looking at a scene. Ergo, areas that are perfect for rendering shortcuts in order to save resources for where they make a greater difference. Or simply to save.
RTRT is driven by hardware manufacturers (well Nvidia to be honest) and it may be enough to, at some time in the future, make it the default method for some (which?) aspects of lighting in real time games.
Or not.
It may also be that the method is simply unsuitable for real time applications and that other approximations make more sense in the gaming market.
But from a consumer perspective, we have little reason to encourage methods that are wasteful with our resources, be they money, energy or whatever.
Say what again? How does RTRT result in "advances in cost and power efficiency in every segment of the market"?
That's just bizarre.
That is actually not true generally. Trickle down technology has worked in 3D graphics because we have seen great lithographic advances. But that well has been drying up, so when is the RTRT performance on offer from the 750mm2 2080Ti going to be available at attractive costs and 4k?
RTRT is not driven by consumers. They want cheaper, cooler and more performant tech. Control is probably the best example of RTRT at present. But enabling RTRT almost halves performance and drops RTX2080Ti performance levels to below GTX1660Ti. For a visual effect that most summarise as "ridiculously polished floors".
Nor by game publishers - they want to reach the largest possible addressable market. Adding RTRT to a title is cost without corresponding gain in sales - how many more copies of the latest Metro has been sold due to RTRT? Three?
Hardware manufacturers (at least Nvidia) are the only ones who has a real interest in this.
But from a developer perspective, it is so much better to have a larger addressable market than to support a fancy feature available to some PC gamers. It would really benefit them if IGPs were actually reasonably performant. That would be something to strive for that would benefit everyone - except of course Nvidia since they don't offer anything in that market segment, but ultimately it would be to their advantage as well if the PC games market grew.
Guess what? you have to do this for most games these days, if you compare low to ultra settings you won't find major differences in contemporary games despite the 50% or more drop in performance between the two presets! This isn't limited to RT, but applies to EVERY major graphics settings (except textures). In fact if you set Textures and AA to ultra and set everything else to low you'd be hard pressed to notice any difference unless you squint HARD.And the very fact that I have to do this, squint at still images hunting for differences aided by knowledge of the technical background, says that it would have effectively zero influence on my enjoyment from actually playing the game.
As shown above, this isn't limited to RT effects, but applies to all other effects, so that argument isn't really an excuse to suddenly consider all graphical advancements useless and irrelevant.The visual effects that RTRT helps us with are quite subtle and the kind of image information that our brains are largely wired to discard
Guess what? you have to do this for most games these days, if you compare low to ultra settings you won't find major differences in contemporary games despite the 50% or more drop in performance between the two presets! This isn't limited to RT, but applies to EVERY major graphics settings (except textures). In fact if you set Textures and AA to ultra and set everything else to low you'd be hard pressed to notice any difference unless you squint HARD.
Have a look at this YouTube channel, it features comparisons for low vs ultra in recent games with performance figures.
Control: almost no difference, despite 70%-90% drop in fps
WRC 8: minor shadowing differences despite 60%-80% drop in fps
Greedfall: minor lighting differences despite 80% drop in fps
Rage 2: minor differences
As shown above, this isn't limited to RT effects, but applies to all other effects, so that argument isn't really an excuse to suddenly consider all graphical advancements useless and irrelevant.
If we take the example of Control, then low vs ultra present very little differences in image quality, but add RTX effects to the pile, and you suddenly have a noticeable difference in reflection and shadow quality.
But from a developer perspective, it is so much better to have a larger addressable market than to support a fancy feature available to some PC gamers. It would really benefit them if IGPs were actually reasonably performant. That would be something to strive for that would benefit everyone - except of course Nvidia since they don't offer anything in that market segment, but ultimately it would be to their advantage as well if the PC games market grew.
This is why I'm hoping, perhaps futilely, that IMGtec will re-enter the PC space at some point in the future. There's a lot of buzz around RT, Microsoft is interested in supporting, promoting and integrating it on PC, and more importantly IMGtec already have established IP in RT.
I'd try to see if Rhys could comment on any of this, but I'm sure if they are and he has any knowledge of it, that he wouldn't be able to talk about it.
But I can't help thinking that something like RT and IMGtec re-entering the PC space would be pretty exciting and worth going back to that company for.
Regards,
SB