F5F Stay Refreshed Software PC Gaming Simulation of light paths in 3D scenes

Simulation of light paths in 3D scenes

Simulation of light paths in 3D scenes

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poofx4
Junior Member
28
10-11-2018, 02:33 AM
#1
So umm... I will be completely honest, I am totally new to this whole ray tracing stuff and while the little of what I could see in trailers and some basic info on the web did make me smarter, I still cannot answer this one for myself. Can the ray tracing tech be included backwards in the current triple A games, or do we have to wait for new engines and games build aro und this feature? As in, should I hold my breath to see I don't know, FFXV for example, getting an update, which will allow it to use the ray tracing cores on new TRX series, or will I have to wait for newer games to show up with the tech already included from the get to?
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poofx4
10-11-2018, 02:33 AM #1

So umm... I will be completely honest, I am totally new to this whole ray tracing stuff and while the little of what I could see in trailers and some basic info on the web did make me smarter, I still cannot answer this one for myself. Can the ray tracing tech be included backwards in the current triple A games, or do we have to wait for new engines and games build aro und this feature? As in, should I hold my breath to see I don't know, FFXV for example, getting an update, which will allow it to use the ray tracing cores on new TRX series, or will I have to wait for newer games to show up with the tech already included from the get to?

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ItsRyanB
Junior Member
15
10-11-2018, 04:21 AM
#2
They need to be updated using the latest engine releases most of the time.
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ItsRyanB
10-11-2018, 04:21 AM #2

They need to be updated using the latest engine releases most of the time.

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TheJwPlayer
Member
68
10-11-2018, 09:02 AM
#3
Several titles might be adapted for this purpose, but as consumer access expands, it’s likely newer games will be developed with these tools in mind.
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TheJwPlayer
10-11-2018, 09:02 AM #3

Several titles might be adapted for this purpose, but as consumer access expands, it’s likely newer games will be developed with these tools in mind.

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KhaleDx
Junior Member
41
10-27-2018, 07:41 AM
#4
Games must receive its code updated to enable ray tracing support. Implementing ray tracing in software isn't a quick fix; DirectX 12 provides some assistance. I haven't verified whether Nvidia or Vulkan have made changes, but it seems possible. The positive side is that updates can be applied without a complete overhaul of the game. Still, developers and publishers need to be interested—especially if they believe it won't hurt current sales or if major companies like Nvidia or Microsoft aren't willing to invest. It might appear in future releases.
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KhaleDx
10-27-2018, 07:41 AM #4

Games must receive its code updated to enable ray tracing support. Implementing ray tracing in software isn't a quick fix; DirectX 12 provides some assistance. I haven't verified whether Nvidia or Vulkan have made changes, but it seems possible. The positive side is that updates can be applied without a complete overhaul of the game. Still, developers and publishers need to be interested—especially if they believe it won't hurt current sales or if major companies like Nvidia or Microsoft aren't willing to invest. It might appear in future releases.

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CozyTea
Member
106
10-27-2018, 10:41 AM
#5
I’m mainly focused on what I can understand. The RT Cores are still unclear to me—though they’re often described as hardware matrix multipliers by NVIDIA. If they can be used with older software, it’s probably just a driver update.
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CozyTea
10-27-2018, 10:41 AM #5

I’m mainly focused on what I can understand. The RT Cores are still unclear to me—though they’re often described as hardware matrix multipliers by NVIDIA. If they can be used with older software, it’s probably just a driver update.

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dumafe
Member
110
10-27-2018, 04:18 PM
#6
You might still value ray tracing in FFXV because it adds extra visual quality, but it won’t fix the poor performance issues. The existing frame rates are already low, and adding ray tracing would only make things worse.
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dumafe
10-27-2018, 04:18 PM #6

You might still value ray tracing in FFXV because it adds extra visual quality, but it won’t fix the poor performance issues. The existing frame rates are already low, and adding ray tracing would only make things worse.

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_LeaDaUnicorn
Member
141
10-27-2018, 04:50 PM
#7
The current setup shows some polygons being processed with ray tracing instead of fragment shaders. This isn’t a full redesign of the graphics pipeline, but rather an additional post-processing stage that can be integrated smoothly. It works well as a separate effect that can be applied to existing engines without major changes. However, I doubt it will appear in many current games since there’s little financial motivation for such an upgrade. Be cautious of the excitement around it—rasterization usually performs comparably and is much faster.
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_LeaDaUnicorn
10-27-2018, 04:50 PM #7

The current setup shows some polygons being processed with ray tracing instead of fragment shaders. This isn’t a full redesign of the graphics pipeline, but rather an additional post-processing stage that can be integrated smoothly. It works well as a separate effect that can be applied to existing engines without major changes. However, I doubt it will appear in many current games since there’s little financial motivation for such an upgrade. Be cautious of the excitement around it—rasterization usually performs comparably and is much faster.

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XLucarioPVP
Member
50
10-28-2018, 12:36 PM
#8
Sure, we need the architecture specifics to understand. It seems to rely on float point support with specialized hardware for certain tasks. The drawback is that this leads to more powerful GPUs and larger chips. This is similar to what happens with float point support in processors, which is widely used despite its drawbacks. For ray tracing, while it will likely become faster and smoother over time, current games require full support to meet performance needs. Ray tracing isn't a simple one-time operation like basic lighting; it demands more complex handling. Most indie developers probably won’t adopt it, except for major titles focused on cinematic visuals, such as Call of Duty. Nintendo’s style, on the other hand, seems less suited for ray tracing improvements.
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XLucarioPVP
10-28-2018, 12:36 PM #8

Sure, we need the architecture specifics to understand. It seems to rely on float point support with specialized hardware for certain tasks. The drawback is that this leads to more powerful GPUs and larger chips. This is similar to what happens with float point support in processors, which is widely used despite its drawbacks. For ray tracing, while it will likely become faster and smoother over time, current games require full support to meet performance needs. Ray tracing isn't a simple one-time operation like basic lighting; it demands more complex handling. Most indie developers probably won’t adopt it, except for major titles focused on cinematic visuals, such as Call of Duty. Nintendo’s style, on the other hand, seems less suited for ray tracing improvements.

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adjadam
Member
62
11-15-2018, 05:17 AM
#9
It's a blend of traditional ray tracing and AI-enhanced techniques. While basic rendering is handled with standard ray tracing, AI is used to fill gaps and optimize performance. You'd need backward compatibility to maintain smooth operation. Over time, more powerful GPUs will allow higher ray counts, improving image quality and possibly adding sliders for custom settings. Currently, most visual effects rely on texture work rather than complex shaders, though hardware advancements are shifting that trend. Techniques like bump mapping use subtle texture adjustments—adjusting brightness and contrast per pixel based on lighting—to simulate depth without heavy geometry. This approach is more efficient than creating large polygon counts, offering realistic results when combined with skilled artists and programmers.
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adjadam
11-15-2018, 05:17 AM #9

It's a blend of traditional ray tracing and AI-enhanced techniques. While basic rendering is handled with standard ray tracing, AI is used to fill gaps and optimize performance. You'd need backward compatibility to maintain smooth operation. Over time, more powerful GPUs will allow higher ray counts, improving image quality and possibly adding sliders for custom settings. Currently, most visual effects rely on texture work rather than complex shaders, though hardware advancements are shifting that trend. Techniques like bump mapping use subtle texture adjustments—adjusting brightness and contrast per pixel based on lighting—to simulate depth without heavy geometry. This approach is more efficient than creating large polygon counts, offering realistic results when combined with skilled artists and programmers.

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Senshi_
Member
197
11-20-2018, 12:25 AM
#10
The rise of affordable consumer-grade brainscale computing and human-machine interfaces.
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Senshi_
11-20-2018, 12:25 AM #10

The rise of affordable consumer-grade brainscale computing and human-machine interfaces.

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