If the demo was ever meant to just be a performance showcase for the engine running on PC... then the developers would have optimized it, compiled the demo, and released the compiled demo itself
Just imagine for a sec how that would have looked.
If the demo was ever meant to just be a performance showcase for the engine running on PC... then the developers would have optimized it, compiled the demo, and released the compiled demo itself
Well, not quite, I disagree a little.Somehow, but to me those results look on par in terns of lighting, but clearly ahead with geometry, and only if we compare it with the most recent and best DXR games.
I disagree completely. Even the current Lumen approach is light years ahead of previous gen lighting. People just don't see it really because they don't get the distinction between static and dynamic global illumination. It will take some number of games for general public to get it.Well, not quite, I disagree a little.
We badly need such a tech showcase on PC, it would be so awesome. Imagine a tech demo that uses all next gen features. Mesh Shading, Sampler Feedback, DXR 1.1, DirectStorage, DLSS, VRS, and Lumen+Nanite too if its in UE5. Give them all to me in one single demo. It would blow people's socks off.Just imagine for a sec how that would have looked.
We badly need such a tech showcase on PC, it would be so awesome. Imagine a tech demo that uses all next gen features. Mesh Shading, Sampler Feedback, DXR 1.1, DirectStorage, DLSS, VRS, and Lumen+Nanite too if its in UE5. Give them all to me in one single demo. It would blow people's socks off.
It has been a while since the last Nvidia tech demo and 3DMark. We really need tech showcases on PC back!
No matter if DXR is on or off. On a 1500 bucks GPU.The more powerful 3090 can achieve much more obviously, yet in UE5 SW RT all it can do is 1080p60.
Yeah that would be.... i mean then we can talk leaps Something like a 3090/6900XT, fast 12 core zen3 system, 7gb/s nvme (with direct storage compression on the gpu), 32gb of fast ram. Then this could scale nicely with settings to RDNA3/RTX4000 etc.
Guess a tech demo could be done, actual game, probably not.
The point is to show that hardware RT is still ahead in terms of performance compared to software.No matter if DXR is on or off. On a 1500 bucks GPU.
A good question. I guess for mesh shading, not much would change as Nanite and its micropolygon pipeline is something else entirely. And they said for higher polygon sizes they will use mesh shading in the future, so that's as good as it gets in terms of DX12U support. It also depends on how good Nanite is going to be for deformable meshes and stuff later as right now its not supported. Could be possible Nanite really sucks at that even when its supported and devs might want to use mesh shading for any kind of dynamic geometry, then mesh shading would be indeed very useful.I wonder how UE5 would look if it would require DX12U h/w. Something tells me it would be quite a different beast altogether.
That's expected. Otherwise we would not need RT hardware.The point is to show that hardware RT is still ahead in terms of performance compared to software.
I think that Lumen would be affected the most by switching to DX12U baseline.So yeah I do think Epic is going to add these features at some point eventually. Then it's a decision at making the game require DX12U rather than an engine related decision.
Alright hold on for one second here... it's a bit disingenuous to talk about "native" resolutions in cases like this where everything is so thoroughly denoised, temporally reprojected and so on. I guarantee you would not be happy with the raw path tracing samples being rendered every frame, and you'd be even less happy if the BVH's were rebuilt every frame (although obviously in the Minecraft and Quake cases, the geometry is extremely simple).Minecraft and Quake 2 RTX achieved almost full path tracing on a 2080Ti, well in excess of 60fps @1080p native, though 1440p native dropped that to ~45fps.
With a fully dynamic scene and no precomputation of anything (form factors, acceleration structures or otherwise)? I mean we all know things like Enlighten and such can be extremely cheap (like... mobile-cheap, not even PS4)... the expensive part - as always - is dynamic indirect visibility. If you have some special sauce for that I'm sure everyone would love to see the demoI tell you: We can do all this on a PS4, at higher accuracy and less lag.
Fully dynamic (rigid transforms or skinning, dynamic topology like fluid or non precomputed destruction would add costs), yes.With a fully dynamic scene and no precomputation of anything (form factors, acceleration structures or otherwise)?
With a fully dynamic scene and no precomputation of anything (form factors, acceleration structures or otherwise)? I mean we all know things like Enlighten and such can be extremely cheap (like... mobile-cheap, not even PS4)... the expensive part - as always - is dynamic indirect visibility. If you have some special sauce for that I'm sure everyone would love to see the demo
That's my question for Lumen, all the other things I can get, but how do you update visibility even there? Guess the Siggraph talk will be revealing. Of course anything even better is uhhh, better.
Thinking through the question of moving objects myself... You know maybe you need a spatial cache of probes all over as well as surface cache, sparse probe grid like RTXGI etc. etc. That gives you all translucency and volumetric for one. But once you've got the spatial cache evaluating lighting on hit becomes much, much cheaper as well, as there's no recursive rays. That's how you do skinned models and small foliage, shadow maps give you direct lighting, probes indirect, you don't need to update visibility for skinned objects at all beyond final gather. They'd contribute to the final gather pass, show up in diffuse and reflections just fine, but as long as they're not injected into the multibounce lighting injection they shouldn't produce any artifacts. Sure there's no multibounce contribution off them, but if they're small enough that shouldn't be the most noticeable thing.
Taking it a step further, the multibounce for Lumen is just corresponding different areas of the "cards" cache with each other yes? Well if you correspond probe samples with the surface cache, you can do the reverse too. All surface cache lighting other than direct could come from the probes, not directly from the surface cache. Disadvantage is less spatial correlation, any tight/small area without a probe loses indirect bounces between each other. But all visibility is to/from probes! This potentially simplifies visibility updating and, perhaps just as importantly, eliminates noise. No surface cache noise at all like Lumen has, problem solved. Further, spatial probes are how you could solve large foliage too. Treat large foliage as static for probe visibility and surface caching, it contributes to multibounce and you get no lightleak or energy loss. However for final gather treat it like you treat the skinned meshes above, include movement and evaluate lighting on hit. You might need "special" higher res clusters of probes and tweaked probe visibility influence (like tweaked self shadowing), but in my head it seems to work out.
Daniel showed a pretty neat indoor ArchViz type scene on the stream on Thursday. While ArchViz isn't specifically a target for Lumen, the results held up fairly well I think for real-time! Worth a watch if you missed it.It'll be interesting to see how Nanite & Lumen hold up in indoor scenes.
Daniel showed a pretty neat indoor ArchViz type scene on the stream on Thursday. While ArchViz isn't specifically a target for Lumen, the results held up fairly well I think for real-time! Worth a watch if you missed it.
There's no recursion during Lumen sampling either right? My understanding is that to calculate bounce lighting at any pixel in the scene you ray march the SDF from that pixel and sample the surface cache just once at the hit point.
Given skeletal meshes aren't part of the Lumen scene how is it handling diffuse occlusion? If a character is standing in front of a wall that's receiving GI does the GI bounce "through" the character but ultimately get occluded by a shadow map? It'll be interesting to see how Nanite & Lumen hold up in indoor scenes.