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Real-time Raytracing For PC Games Almost A Reality

Vigile writes "Real-time raytracing has often been called the pinnacle of computer rendering for games but only recently has it been getting traction in the field. A German student, and now Intel employee, has been working on raytraced versions of the Quake 3 and Quake 4 game engines for years and is now using the power of Intel's development teams to push the technology further. With antialiasing implemented and anisotropic filtering close behind, they speculate that within two years the hardware will exist on the desktop to make 'game quality' raytracing graphics a reality."

292 comments

  1. Big improvement on the way by ackthpt · · Score: 5, Interesting

    Or is it? Simply means games will appear more eye-candy than they currently are. Gameplay will not change. EA will continue to use take last years sport game, through some new people into it, perhaps introduce some bug which makes it unusable and peddle it as The New Deluxe Edition. I wonder how many geometric objects it will be able to handle (and whether it handles transparancy with textures and patterns well) Having done a bit of raytracing I'm familiar with how quick things can bog down. It'll probably be a bit clunky at first, but get much better as horsepower and horsepower/dollar ratio improve.

    There was some game I played on an Amiga (got that? A really old computer) where I raced around in an aircar zapping stuff (some bastard borrowed the game and I've never seen it since!) Very nicely rendered graphics, beautiful even, nearly looked ray-traced. Must have been about 15 years ago.

    While I look forward to more realistic, or creative and beautiful gamescapes, do keep in mind -- we were all blown away by the first high quality animated films, now almost everything animated is rendered, raytraced, etc. and there's a lot of junk out there now. So this will be exciting for about 2 years then become "meh".

    Lastly, they've got to get the motion down. Characters in games, including sports, look so damn wooden in their movement! That's where real improvement needs doing.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:Big improvement on the way by BillBrasky · · Score: 5, Informative

      True, raytracing by itself will not make gameplay any better, nor animation better. However, it should make some visual effects that are hard today (shadows, reflections) simple. Hopefully, this will free up developers to work on other things instead of 'getting the shadows right'. http://en.wikipedia.org/wiki/Raytracing#Advantages_of_ray_tracing

    2. Re:Big improvement on the way by Lije+Baley · · Score: 5, Insightful

      It's like what I used to say about pushing higher resolutions for television: Ten minutes into a GOOD show or movie and people are no longer conscious of the fact that they are watching it on a 12-inch black and white set.

      --
      Strange things are afoot at the Circle-K.
    3. Re:Big improvement on the way by morgan_greywolf · · Score: 2, Interesting

      The more the hardware can do for you, the less developer resources you need to spend on getting shadows and reflections to look good. The less developer resources spent on BS means that you can spend more developer resources on things like improving gameplay. Maybe EA won't do it (they don't strike as a very innovative company anymore), but somebody will.

    4. Re:Big improvement on the way by AKAImBatman · · Score: 3, Interesting

      Simply means games will appear more eye-candy than they currently are. Gameplay will not change.

      Untrue! Ray Tracing is a lot more flexible method of rendering than previous engines have allowed. Many engines have claimed features like "destructible levels and terrain", but the engines were never fast enough to give both the eye candy demanded by the market and an engine capable of such free-form interaction. Ray Tracing could change all that. Programmers could no longer be limited by BSP trees, visibility trees, polygon count, and other requirements imposed on traditional engines.

      Graphics-wise, ray tracing could open new doors as well. For example, 3D adventure games haven't really taken off because it's harder to insert clues in the areas. A painting on a wall, for example, will tend to be slightly too blurry to see a clue embedded in it in a true 3D environment. Ray tracing allows for more precise rendering that would make the painting crystal clear from all perspectives and distances. Which means that the game designer could actually make it visible that the subject of the painting is pointing at a hidden door without making it so obvious that it destroys the enjoyment of the puzzle.

      What I'm getting at is that graphics improvements have been one of the factors that have allowed game creators to explore new game genres in the past. While the 3D-age has often focused on rendering quality to the point of forgetting the purpose of graphical improvements, that's not to say that a major switch in technologies couldn't bring new gaming experiences with it.
    5. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      it depends on if you think form follows function or function follows form. does gameplay influence your graphics, or do the graphics influence the gameplay. of course graphics influence gameplay. the limitations of your graphics determines how the gamer interacts with the graphical world, and that influences gameplay. for example, look at 2d graphics compared to 3d graphics and the corresponding changes that occurred in gameplay.

      the problem is that people do not know how to use this new hardware. yet.

    6. Re:Big improvement on the way by ackthpt · · Score: 1

      The more the hardware can do for you, the less developer resources you need to spend on getting shadows and reflections to look good. The less developer resources spent on BS means that you can spend more developer resources on things like improving gameplay. Maybe EA won't do it (they don't strike as a very innovative company anymore), but somebody will.

      Sorry to awaken you Mr. Rip Van Winkle, but this is the 21st century. Game ART and game PLAY are done by different groups. It's now a production team that makes a commercial game, not some kid in his parents basement plugging away with an assembler and basic paint program. That paradigm may exist still in very small shops, but not where the titles destined for mass market are done.

      I do remember well the development environment for early 8bit gamers, those were heady days and certainly produced a lot of fun games, but they don't work like that anymore. So shadows and such aren't an excuse for gameplay which doth sucketh verily, totally forsooth and stuff.

      --

      A feeling of having made the same mistake before: Deja Foobar
    7. Re:Big improvement on the way by Goaway · · Score: 1

      Programmers could no longer be limited by BSP trees, visibility trees, polygon count, and other requirements imposed on traditional engines. Indeed. They would instead be limited by the other kinds of data structures and algorithms you need to make raytracing in realtime feasible.
    8. Re:Big improvement on the way by JesseL · · Score: 2, Insightful

      The ART and PLAY teams are still both being paid from the same source of funding, correct?
      I think the grand-parent's point still stands.

      --
      "Prefiero morir de pie que vivir siempre arrodillado!"
    9. Re:Big improvement on the way by ackthpt · · Score: 1

      What I'm getting at is that graphics improvements have been one of the factors that have allowed game creators to explore new game genres in the past. While the 3D-age has often focused on rendering quality to the point of forgetting the purpose of graphical improvements, that's not to say that a major switch in technologies couldn't bring new gaming experiences with it.

      I think you'll see some kind of hybrid. Consider the following problem: How much rendering work does it take to raytrace a helmeted figure on an ATV vs. a handfull of dirt. The dirt will take far more work to render in raytracing, so a lot of things of that nature will still be done by shortcut.

      --

      A feeling of having made the same mistake before: Deja Foobar
    10. Re:Big improvement on the way by ackthpt · · Score: 1

      The ART and PLAY teams are still both being paid from the same source of funding, correct? I think the grand-parent's point still stands.

      More like, with the way business works, they'll just cut the art staff. Got to watch that bottom line, y'know.

      --

      A feeling of having made the same mistake before: Deja Foobar
    11. Re:Big improvement on the way by slew · · Score: 4, Insightful

      True, raytracing by itself will not make gameplay any better, nor animation better. However, it should make some visual effects that are hard today (shadows, reflections) simple. Hopefully, this will free up developers to work on other things instead of 'getting the shadows right'.


      I'll have to disagree with that. For many people "right" looking shadows are like the movies and television shows. Shadows and light/dark interplay in these environments are far from natural and even in ray-traced environments, animators laboriously juggle "fake" light sources to make the shadows "right" looking.

      Also "single" bounce reflections are essentially "solved" problems with triangle rendering (environment maps), so only real advantages of ray tracing are "multi-bounce" and "self-shadowing" which are somewhat easier to solve in a ray-traced environment instead of a triangle rendered environment. Although sometimes these are interesting effects, they generally fall in the "eye-candy" side of the fence today and developers rarely spend much time on these (or so we hope given the state of game-play and AI in todays games), and they generally just implement canned solutions (e.g., some self-shadowing bump-map pixel shader technique) for certain "effects".
    12. Re:Big improvement on the way by DamnStupidElf · · Score: 4, Informative

      Or is it? Simply means games will appear more eye-candy than they currently are. Gameplay will not change. EA will continue to use take last years sport game, through some new people into it, perhaps introduce some bug which makes it unusable and peddle it as The New Deluxe Edition. I wonder how many geometric objects it will be able to handle (and whether it handles transparancy with textures and patterns well) Having done a bit of raytracing I'm familiar with how quick things can bog down. It'll probably be a bit clunky at first, but get much better as horsepower and horsepower/dollar ratio improve.

      With raytracing, there are lots of new possibilities. For one thing, reflection and refraction actually work like they do in real life. That means accurate mirrors, lenses, and water refraction. Lights can work accurately if you want them to, and radiosity can be precomputed for static scenes. That may just be eye candy to most people, but there are potentially game-play enhancements that make real life optics part of the game. Most of it (except good lenses) has been faked before with rasterization, but raytracing will actually let you set up a series of mirrors and telescopes to peek around corners in a FPS for instance. I can imagine a true hall of mirrors in an FPS would be at least a little more interesting than what we have now, too.

      The other big technological benefit of raytracing is that it's asymptotically faster than rasterization. Raytracing is O(log n) versus O(n) for rasterization, which means that even though raytracing is currently slower (the constants involved in raytracing are higher), after the break even point is passed much less of the available computational power will be needed to render the scene and can instead be used for physics and AI.

    13. Re:Big improvement on the way by Artraze · · Score: 3, Insightful

      Last I checked, that's the whole point of rendering engines, like Quake 3 and so many others. While they may end up needing modifications for maximum performance, I would be amazed if this didn't as well. Oh sure, maybe in 10 years when we have full hardware ray tracing and hypertransport based physics processors that will alleviate the need to spend so much time performance tuning. Until then though, this is not going to be any better than any other engine. From a developer's perspective at least. It may make for some prettier graphics though.

    14. Re:Big improvement on the way by ILuvRamen · · Score: 0

      It won't just not make games better but it will slow down the development time. I read the code on the wikipedia page and looked at the examples and stuff and thought OMG! Now they have to choose a texture for each object, make it dynamic with light and shadows, AND set its light reflectability ratio? That's insane. They have to run real world simulations on each object they add in game to make it look reall good. Isn't texturing and skinning the longest, most expensive process in game making already?

      --
      Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
    15. Re:Big improvement on the way by Neo_piper · · Score: 1

      It's like what I used to say about pushing higher resolutions for television: Ten minutes into a GOOD show or movie and people are no longer conscious of the fact that they are watching it on a 12-inch black and white set. Until trying to focus on a tiny, blurry, noise filled image gives them a migraine and they have to go to a nice dark room and wonder how the show turned out.

      I agree with the concept but in execution there are modest benefits to a crisp image.
    16. Re:Big improvement on the way by joshv · · Score: 2, Interesting

      "Raytracing is O(log n) versus O(n) for rasterization, which means that even though raytracing is currently slower (the constants involved in raytracing are higher), after the break even point is passed much less of the available computational power will be needed to render the scene and can instead be used for physics and AI."

      Not disagreeing with you here, but what's "n"?

    17. Re:Big improvement on the way by Anonymous Coward · · Score: 1, Informative

      The Amiga game you refer to was Stardust (which later became Super Stardust AGA.)

      http://www.dream17.co.uk/softography.php?id=18&s=screens&url=screenshot_superstardust_amiga&i=02

    18. Re:Big improvement on the way by DaveWick79 · · Score: 1

      This may be true, but if you presented the same show side by side with one in SD on a 12" B&W TV and the other in HD on a 42" 1080p HDTV, I'm sure every one of them would rather watch the High Definition version. It's like watching a good football game on TV; given two good games to watch, if one is in HD and one is not, I'll be watching the HD broadcast.
      The relation to games is that we'd always rather play the game with more realistic looking graphics. How many times do I hear gamers say, wow the gameplay was great but the graphics are so much better in this other game, I think I'll go play the other game because it looks better.

    19. Re:Big improvement on the way by LSD-OBS · · Score: 0, Redundant

      I'm guessing this will help?

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    20. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      I think, number of triangles.

    21. Re:Big improvement on the way by AKAImBatman · · Score: 1

      They would instead be limited by the other kinds of data structures and algorithms you need to make raytracing in realtime feasible.

      Of course. Such is the nature of the beast. The key is that it will be a different set of limitations. The key features (e.g. high detail, large number of objects, simplified lighting) are present in nearly every real-time raytracing engine I've seen. Which means that these features are something programmers will most likely be able to count on. :-)
    22. Re:Big improvement on the way by lawpoop · · Score: 1

      I'll have to disagree with that. For many people "right" looking shadows are like the movies and television shows. Shadows and light/dark interplay in these environments are far from natural and even in ray-traced environments, animators laboriously juggle "fake" light sources to make the shadows "right" looking. So then, in a ray-traced environment, couldn't developers just install virtual stage lights in the environment to re-create TV and movie lighting in the gameplay? Sort of the same way that Nintendo made the Zelda game look like it was animated?
      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    23. Re:Big improvement on the way by LSD-OBS · · Score: 1

      Having spent a decade writing 3D engines and artist tools for games, let me just point out that what you describe is *exactly* what the artist has to do anyway. In any game engine - even to some extent the procedurally generated content. Every 3D object that is modelled has to be textured and have materials mapped to it, and those materials already contain all the properties required for a full blown raytracing engine. Not to mention that every game has its own renderer meaning every object and scene has to be extensively tested within the game anyway.

      This explains how the developer from TFA was able to singlehandedly port Q3 and Q4 to a raytracing engine - the game's visual resources already contained everything needed. Apart from a higher polygon count, maybe.

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    24. Re:Big improvement on the way by genner · · Score: 1

      here was some game I played on an Amiga (got that? A really old computer) where I raced around in an aircar zapping stuff (some bastard borrowed the game and I've never seen it since!) Very nicely rendered graphics, beautiful even, nearly looked ray-traced. Must have been about 15 years ago.

      I know hwat your talking about and now I'm going crazy trying trying to remeber the name.
      They had a arcade version too that chucky cheese used feature in their commericals.

      It wasn't raytraced but it came close to playstation 1 grahics which was freaking amazing for back then.

    25. Re:Big improvement on the way by realthing02 · · Score: 1

      I've seen this same post in every article related to video game tech and performance as of late, and it's really annoying.

      For some reason, people feel the need to complain about game play in a post that has nothing to do with it- it has everything to do with technology. Yes, technology can open up (or close off) certain game play avenues, but that is hardly the point of TFA. Why you get +4 interesting for the same argument that is made over and over is beyond me, as I'd rate it off-topic.

      Can't you just be pleased with an increase in a particular area of performance? I know you said you were looking forward to it, but after your rant/complaint it simple doesn't seem genuine.

      Your argument in of itself is like complaining about faster computers coming out but you're pissed because you still use buggy software, with a computer you feel is plenty fast to run it. All I am hearing is "but what about my problems?". I mean, I don't care for the wii and it's "amazing game play" but i don't shit all over it, or complain about it's lack of HD support even if i feel that way about it. Do you know why? Because it has nothing to do with the article it's brought up in.

      Are you of the mind that game play development and technical advances are two separate paths, and only one can be traversed at the expense of the other? If that's the case, I can understand your complaint. But, fortunately, it's not. And just because you feel games aren't fun to play or are not innovated enough has no bearing on this article, yet it's the first point you'll bring up. Many others have made good points about the introduction this advancement can (eventually) make to game play, but, again, you feel as if the rest is being neglected, and that we should all go back to our commodore 64's.

      I want better and new game play too, but just because the geek working on it has come up with something better faster, doesn't mean we should all use it as an excuse to bitch about something else.

      I for one welcome our new ray-traced overlords.

    26. Re:Big improvement on the way by AKAImBatman · · Score: 1

      It's the number of objects in this case. As the AC said, that could mean triangles. Or it could mean spheres, cubes, cylinders, ellipsoids, and other mathematically describable geometries. What shapes are supported depends on the actual rendering engine itself. Some computations are stupidly simple for raytracers (e.g. perfect spheres) while others are slightly more computationally intensive (e.g. ellipsoids). Thus depending on the tradeoffs of the engine, 'n' could represent the total number of polygons in the meshes, the number of geometric objects in the scene, or a combination thereof.

    27. Re:Big improvement on the way by Kelbear · · Score: 1

      http://en.wikipedia.org/wiki/Big_O_notation

      Hell if I know. But as a failure in both math and programming, I can tell you that I think it is a description of the efficiency of the formula that the workload is going through. I think he means to say that the gains in efficiency will increase relative to rasterization as the detail of the scene increases.

    28. Re:Big improvement on the way by ZachPruckowski · · Score: 1

      In general in Big-O notation, "n" is whatever the algorithm scales with. In this specific instance, I think 'n' might be pixels. The processing power required to perform ray-tracing scales with the log of the number of pixels, while power needed for rasterization scales linearly with the number of pixels.

    29. Re:Big improvement on the way by *weasel · · Score: 5, Interesting

      The canned solutions include precalculated light maps, mostly-static light sources and level designs that are carefully constructed to limit overdraw. The push for raytracing is more about removing the drawbacks of the current 'solutions', than notably improving eye candy.

      E.g. raytracing solutions will free up developers to implement more-dynamic scenes, more-dynamic lights and level designs where buildings and cities aren't glorified mazes where 90% of the architecture is an impenetrable facade.
      (Sure, some titles feature those sorts of things now - but they're expensive tricks, with severely limited implementation)

      --
      // "Can't clowns and pirates just -try- to get along?"
    30. Re:Big improvement on the way by poopdeville · · Score: 2, Informative

      I think he means what does 'n' vary over... which is a good question.

      --
      After all, I am strangely colored.
    31. Re:Big improvement on the way by slew · · Score: 2, Interesting

      So then, in a ray-traced environment, couldn't developers just install virtual stage lights in the environment to re-create TV and movie lighting in the gameplay? Sort of the same way that Nintendo made the Zelda game look like it was animated?

      In case that wasn't clear in my response, developers do use virtual stage lights to make shadows look good in ray-traced environments (just like they do it in triangle rendered environments).

      The time spent is in tweaking the location of those virtual lights to get shadows to look right, so that's not an "advantage" of ray-tracing. You could use a dumb grid of lights in both ray tracing and triangle rendering or you could spend a month putting the light in to get the shadows to look just right, the time is in the placement and intensity of the lights, not the rendering technique.
    32. Re:Big improvement on the way by LSD-OBS · · Score: 1

      Yeah, that is totally the right question :)

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    33. Re:Big improvement on the way by badboy_tw2002 · · Score: 2, Insightful

      I don't think it really does. Successful teams often start with a small core group that focuses on gameplay, and develops simple prototype models for the gameplay before any of the art direction is even decided, or any production art is even being developed. Generally the gameplay and game concepts is locked down before the real production even starts. This is in an idealized world - you also have to deal with market deadlines and such, and the more time the preproduction is cut, the less time you have to perfect the gameplay specifics.

      The other thing is you can't throw money at gameplay. You simply can't throw 10 more people on "gameplay" and have them come up with that killer feature that makes it all that much more fun to play the game. That usually comes from a single designer, and if that guy isn't there, then the idea won't make it to the game. Where the money comes in is putting people on engineering to make the gameplay designs a reality. Those things can get cut based on time and money, but generally the basic rule of thumb is "art is cheap, engineering is not". I can start making art for a game today without knowing how the gameplay will work. The models can be post-processed down to whatever they need to run on, or I can go back in a second pass to apply the necessary elements the game engine requires, but the process of _creating_ the art is one that is "solved".

      I actually think the primary reason a game will come off as "unfun" and why the call of what seems to be the 80's 90's generation version of "back in my day" in regards to "games used to be more fun" is that the industry has gone away from having a "director". Some games have them, and not all successful games need them, but there was a time when you could name the designer of a game, often because his name was on the box: Sid Meir's Civilization, Wil Wright's Sim City, etc. This was back when often the game designer was also the game programmer, maybe even the game artist and sound designer. Now a lot of time (like big budget movies) games are done by committee, with multiple people putting their hands in the pot and you get a muddled, water downed version of the original designer's vision. I'm actually very positive about the future of gaming because of the availability of tools and publishing outlets that will let a small, indie shop put something "commercial" together. The Virtual Console, Steam, XNA, XBLA, Sony Home, etc. all are new tools that are in some ways helping to put the ability to produce a commercial quality game back in the hands of the indie developer, and give them a method to actually get a game shipped. Many would disagree, but I think the quality of film and television has increased and will increase with the ability to make stuff for cheaper (digital editing, filming) and get it out to the public (cable, mulitplexes, Youtube). Sure there's a lot of crap, and there will always be crap, because crap is easy and crap can make money. But there are also gems that exist now that didnt' have a chance previously. So to bring it home, stuff like having realistic looking worlds for very little work brings the bar lower for entry into the commercial market. This will only increase the viability of smaller projects that can compete with the big boys and will bring back some of the variety that the industry has lost along the way. To say something that will make good looking games easier to make will detract from gameplay is I think a bit misguided and a little short sighted.

    34. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      n can't be pixels--in the worst case (first image displayed) n pixels need to have their color set, so merely setting them (not including calculating the value) is already an O(n) algorithm.

    35. Re:Big improvement on the way by Stormwatch · · Score: 1

      Many engines have claimed features like "destructible levels and terrain", but the engines were never fast enough to give both the eye candy demanded by the market and an engine capable of such free-form interaction.
      I thought Red Faction was pretty good at that, and the system requirements were not too high.
    36. Re:Big improvement on the way by morgan_greywolf · · Score: 1

      Your viewpoint seems a bit cynical to me.

      Remember, games are sold in a free market economy. There isn't anything close to a monopoly among game developers like there is in, say, desktop operating systems and office suites. Competition for your gaming dollar is what drives game development, not big fat happy companies that sit back and do nothing while people fork over money for something that they simply 'must' have because 'everyone else does'.

      The reality is that games aren't a necessity, and so intense competition tends to drive improvements into the products. If you disagree, well, stop buying games.

    37. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      Environment maps are poor approximations to single-bounce reflections.

    38. Re:Big improvement on the way by crumplez · · Score: 1

      From the wiki: "Scanline algorithms and other algorithms use data coherence to share computations between pixels, while ray tracing normally starts the process anew, treating each eye ray separately." I don't see how this can be a categorical disadvantage of ray tracing. To me, the most impressive aspect is the well founded claim that ray tracing scales *nearly linearly with number of cores*. This is not true of other types of rendering. The degree of parallelism in raytracing will make it the rendering method of choice in the future, if you ask me. A high number of slower clock speed cores will become standard as more code is parallelized like this.

    39. Re:Big improvement on the way by renoX · · Score: 1

      >this will free up developers to work on other things instead of 'getting the shadows right'.

      Uhm, no, I doubt that these 'real-time' rays tracers do environement mapping, so they will give 'hard shadows' which are still incorrect, so they will still have to work on them to get them right..

      One downside of many ray-tracer is that they work better on static environement so the eye-candy has a price..

    40. Re:Big improvement on the way by Carnildo · · Score: 1

      Not disagreeing with you here, but what's "n"?


      N is the number of graphics primitives in the scene (usually triangles, but raytracing can also use more complicated primitives such as spheres, cylinders, and boxes). For triangle-based scenes, the turnover point between rasterization and raytracing is believed to be somewhere between 10,000,000 and 100,000,000 triangles. Current game levels are often in the 10,000,000 triangle range.
      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    41. Re:Big improvement on the way by lawpoop · · Score: 2, Insightful

      I see what you're saying now -- technology ( in this case, neither rendering nor ray-tracing ) does not give us "art for free" -- you still need animators, voice actors, lighting, set-makers, etc. etc. It just gives us another venue to perform art, which still takes the same amount of time.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    42. Re:Big improvement on the way by thinduke · · Score: 1

      That's absolutely true : when I was a student in the early 90s, we used to watch the first season of Twin Peaks on a 5-inch B&W TV set, and there were 5 or 6 of us gathered around this mini thing every monday evening... It may seem an extreme example, but really nothing can beat a good idea, not even the most incredible technology.

    43. Re:Big improvement on the way by joshv · · Score: 2, Informative

      No, that's the answer to the question what is "O(log n)". I am perfectly familiar with "big O" notation. I am not however aware of what the original post meant by "n". Is it vertices, scene complexity, rays, textures, or some other metric of rendering scene complexity?

    44. Re:Big improvement on the way by LSD-OBS · · Score: 1

      Sounds to me like the 'n' is "look behind you! it's superman!" :)

      --
      Today's weirdness is tomorrow's reason why. -- Hunter S. Thompson
    45. Re:Big improvement on the way by Skevin · · Score: 1

      > EA will continue to use take last years sport game

      But I envision the first forays into real-time raytracing will give me some more flexibility into my sports games. I'm going to design a sports team, The Primitives, with the following line-up:

      Peter "The Plane" Pizzorni
      Colin "The Cone" LaMonde
      Samuel "The Sphere" Tomali
      Kyle "The Cube" Cayso
      Terrell "The Teapot" Tyson

      One of the first matches will be against the Nurbs, but the whole point of the game is to really hawk my new line of athletic wear, CSG: "Composite Shape for a New Geometry".

      I may have to drop Terrell: when he shows up on screen, he slows down the rendering.

      Solomon

      --
      "Twice half-assed makes an ass whole." --Solomon K. Chang
    46. Re:Big improvement on the way by cyber-vandal · · Score: 1

      Don't suggest making things easier for people who aren't programming gods around here. You'll get VB yelled at you before you know it.

    47. Re:Big improvement on the way by SQLGuru · · Score: 1

      I'm guessing it's one or more of the following:

      1. objects in the scene
      2. resolution of the viewport (I know that back in the day, POV-RAY was a whole lot faster on the same scene at lower resolutions.)
      3. lights in the scene
      4. "materials" of the surfaces / reflectivity of the scene

      Others?

      Layne

    48. Re:Big improvement on the way by joshv · · Score: 1

      "I think he means to say that the gains in efficiency will increase relative to rasterization as the detail of the scene increases."

      I am assuming that's what he meant as well. If that's the case, and we define "n" as some metric of scene complexity, then I'd like to see some support of the claim that rasterization is O(n) and raytracing is O(log(n)).

    49. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      That's "interesting." Could you please "explain" more, and include even more "illiterate" "quotation mark" "emphasis"?

    50. Re:Big improvement on the way by MenTaLguY · · Score: 1

      Ray Tracing could change all that. Programmers could no longer be limited by BSP trees, visibility trees, polygon count, and other requirements imposed on traditional engines.

      Aren't such issues also relevant to raytracing? Models are still going to be polygon-based, and unless you plan on doing a linear search over all the polygons in the scene for every ray emitted, you'll still need a spatial index (BSP, etc.) to speed up ray/polygon intersection tests.

      --

      DNA just wants to be free...
    51. Re:Big improvement on the way by ackthpt · · Score: 1

      Not that one, but looks good from reviews.

      --

      A feeling of having made the same mistake before: Deja Foobar
    52. Re:Big improvement on the way by ZachPruckowski · · Score: 1

      Correct, but the more pixels, the more calculations to determine what colors to set.

    53. Re:Big improvement on the way by AKAImBatman · · Score: 1

      Normally you don't use BSP trees. BSP is designed to solve Z-Ordering issues. Something which ray tracing was actually invented to solve. Thus the space division tends to happen on a broader level involving more dynamic spacial trees and bounding boxes, which are used to locate the likely candidates for ray intersections.

      Of course, I don't know how the Intel technology works in detail, but the types of data structures used are usually a bit different from traditional polygon engines. Especially when your ray engine supports more sophisticated geometries like spheres, boxes, cylinders, and ellipsoids.

    54. Re:Big improvement on the way by captain_cthulhu · · Score: 1

      Simply means games will appear more eye-candy than they currently are. Gameplay will not change.

      it means more than simple eye candy. Since raytracing draws 'on the fly', when you put an 'old' raytrace-drawn game into newer hardware, it can be improved upon.

      For example, take a PS1 game and put it into the PS2. they can do some cosmetic but minor improvements like bad antialiasing. But a raytraced game has the potential of arguably unlimited improvement. say bye-bye to dated graphics - a 'next-gen' console will upgrade your last-gen games. I find this very exciting!
      --
      certified elipsis abuser
    55. Re:Big improvement on the way by AKAImBatman · · Score: 1

      If I have a single sphere in my scene, it will render incredibly quickly whether I render it at 320x200 or 1600x1200. The former requires 64,000 rays while the latter requires 1,920,000 rays. However, the scale is completely linear meaning that I pay the exact same amount for each ray added to the rendering of a frame.

      Geometry has a much greater impact on the scene as the cost of each ray goes up with the increase in geometric complexity. Spacial divisions like bounding boxes can be used to lower the cost, making it slightly more dependent on the density and visible bounds of the scene rather than the world as a whole.

      The good news is that ray tracing is a highly parallel operation. Which means that rendering time can be nearly scaled linearly by adding more processors to the mix. (I say "nearly" because the standard issues of managing and feeding a multiple processors still applies as long as they share the same memory and bus.)

    56. Re:Big improvement on the way by feepness · · Score: 1

      It's like what I used to say about pushing higher resolutions for television: Ten minutes into a GOOD show or movie and people are no longer conscious of the fact that they are watching it on a 12-inch black and white set. Yeah, but wouldn't you rather have both? If all you are concerned about is story, why not just read a book?
    57. Re:Big improvement on the way by Znork · · Score: 1

      "To me, the most impressive aspect is the well founded claim that ray tracing scales *nearly linearly with number of cores*."

      Yes, well, it's not exactly surprising that Intel is working on selling raytracing as renderer for game engines. Finally something that can actually use multiple cores (I mean, once they get to 8 cores it will start to get embarrasing explaining to the customers why their computer is slow even tho their 'performance monitor' shows it runs at just an 8th CPU used...).

      I tend to agree tho, raytracing is, in the long run, the best way to go.

      Heck, it would be awesome if such engines actually included a network-capable renderer so you could use multiple computers to boost rendering performance. :)

    58. Re:Big improvement on the way by prockcore · · Score: 1

      One thing that many people don't realize is that with raytracing, it's less computationally intensive to render a sphere than it is to render a single polygon.

      So while shadows and reflections are nice.. actual rounded objects are nicer.

    59. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      Makes the "easier" is the key phrase. Engineers are in the business of doing things that are less easy for better performance. We can get all those features you mentioned today for less computation with the right algorithms. This is why raytracing will not replace rasterization. We have an engineering community that has developed and implemented well understood optimizations that mean graphics hardware massively outperforms ray tracing. That means better content and better quality realism for a fixed rendering time than raytracing is capable of, and that will continue to be the case into the future. Raw compute does not solve the problem, it's also to a large degree about the coherency of memory access.

    60. Re:Big improvement on the way by DeadDecoy · · Score: 1

      I dunno, I thought multi-bounce reflections were solved. They just tend to be too much of a hassle to be worthwhile. Essentially there are two approaches, one is to recurse through the reflective surfaces and draw the inverse image n-times. The next is to toggle through the surfaces and take inverse snapshots to paste as a jpg or something on the surface (less memory intensive). The coding is a bit of a pain and for marginal utility :P.

    61. Re:Big improvement on the way by badboy_tw2002 · · Score: 1

      Heh, but that's the point. VB lets you take an idea for a windows program and implement it pretty quickly without much programming knowledge. Gamebuilding tools like the one mentioned can help someone who's not a hardcore graphics programmer make a nice looking game quickly and allow them to focus on their design ideas, not the graphics.

    62. Re:Big improvement on the way by 4D6963 · · Score: 1

      Simply means games will appear more eye-candy than they currently are. Gameplay will not change.

      When I read this I was afraid you were going for yet another of these "better graphics = stagnant gameplay" post. As you pointed out, it's not all about graphics vs. gameplay anyways, there are other things that make a game great, like physics and animation.

      I wish the "omg graphics improvements are freezing gameplay improvement" trolls would realize that there's more to game than graphics + gameplay.

      --
      You just got troll'd!
    63. Re:Big improvement on the way by DamnStupidElf · · Score: 1

      Sorry, I was referring to the number of primitives (lines, planes, spheres, triangles, etc.) in the scene.

      Most rasterization methods require that every primitive be rendered, leading to an overall O(n) time complexity. Drawing only surfaces facing the viewer only reduces the workload by half, although visibility information can be computed from every possible viewpoint in the scene to any other portion of it (I think at least one of the Quakes did this) so that only a portion of the scene has to be rasterized. BSP trees can be used to exclude completely hidden surfaces. Even so, all the visible or partially visible primitives still have to be rendered.

      Ray tracing begins with a fixed number of rays that's only dependent on the (constant) resolution and size of the display. The primitives in the scene are put into a space partitioning tree (oct-tree or BSP for example) and only the primitives that are in the same spaces the ray passes through are checked for intersection. By dividing the scene space into a tree, the number of intersections between ray and primitive that must be checked is O(log n), since each decent into the tree rules out at least half of the remaining primitives on average. Since ray tracing causes new rays to be spawned from intersection points for reflections, refractions, and lighting, the total number of rays is usually limited to a constant number for each initial ray, keeping the overall time in O(log n).

      The constants in the time complexity obviously matter; It's much quicker to render a single pixel to the color and depth buffers than to trace an entire ray and its refractions through a scene. Even if a ray takes a thousand times longer to traverse a scene than to render a pixel, and each initial ray can spawn a thousand child rays, a scene with a billion elements could easily take less time to ray trace than to rasterize.

    64. Re:Big improvement on the way by MenTaLguY · · Score: 2, Insightful

      The one problem is that models made of spheres, boxes, cylinders and ellipsoids simply don't look very good. You need some kind of spline surface or polygon mesh instead to get decent artistic results. At least the spline surface could be cheaper to render than the equivalent tesselation, though.

      --

      DNA just wants to be free...
    65. Re:Big improvement on the way by ackthpt · · Score: 1

      Remember, games are sold in a free market economy. There isn't anything close to a monopoly among game developers

      Seems with all the exclusivity contracts we're seeing some real stitching up of loose ends like that.

      To be on the XBox, Wii or PS3 you have to kowtow to the console makers. EA has been signing exclusive contracts with sporting leagues to limit your ability to see the name Tiger Woods, Thierry Henry and Barry Bonds.

      Granted, there's no exclusivity on creativity, but there's probably a lot more miss than hit with the non-sports and non-tied-to-IP-games.

      I may sound cynical, but it isn't me who is out there managing these sorts of enterprises and figuring out how to make products more profitable. I don't cut my staff when I realise there's a new tool which cuts the amount of work in half. It happens though. Perhaps these people get assigned to a different project, but there's still only so many projects to go around. Eventually they become Surplus to Needs.

      --

      A feeling of having made the same mistake before: Deja Foobar
    66. Re:Big improvement on the way by operagost · · Score: 1

      The resolution on your Amiga was about 1/8 that of a modern PC, used 4096 colors, and that game was certainly NOT raytraced. I've seen an Amiga 4000 and a 1200 render ray tracings: it takes all day to do a few seconds at 60 fps.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    67. Re:Big improvement on the way by uhlume · · Score: 2, Interesting

      Where's my -1, Improper/Excessive Use Of "Scare" Quotes mod?

      This isn't a semi-literate junior high textbook, you don't need to highlight the important terms for us -- we're perfectly capable of figuring those out from context, thanks.

      But yes, you're absolutely right about the necessity of lighting design to create dramatic lighting even with raytraced rendering. Most modern 3d-accelerated raster technologies are similar enough to raytracing in their effect that environmental lighting workflows shouldn't change dramatically with the introduction of real-time ray-tracing. The more interesting implications lie in real-time dynamic lighting effects on NPCs and objects: when everything in the scene is capable of casting and receiving shadows -- and reflections -- a whole world of subtlety and nuance in gameplay and storytelling is opened up. Imagine playing an FPS, catching your opponent's reflection in a metallic object nearby, just in time to dodge his attack. Or seeing a shadow approaching from around the corner, giving you time to hide in a darkened corner nearby -- then inadvertently giving yourself away when a glint of reflected light off of your visor catches your opponent's eye. We've already gotten a taste of this sort of thing in games like Doom 3, F.E.A.R., and BioShock, but raytracing throws the doors wide open.

      --
      SIERRA TANGO FOXTROT UNIFORM
    68. Re:Big improvement on the way by adrianbaugh · · Score: 1

      Many engines have claimed features like "destructible levels and terrain", but the engines were never fast enough to give both the eye candy demanded by the market and an engine capable of such free-form interaction. Ray Tracing could change all that.

      Sorry, I don't see how a dog slow algorithm like ray tracing is going to help solve the problem of game engines not being fast enough. If your box has enough horsepower to raytrace quake it's got more than enough horsepower to have an algorithm to regenerate maps to allow for damage to scenery.

      I'm sure there will be some really great raytraced games but if you want improved gameplay I reckon those cycles could in many instances be put to better use.

      --
      "'I pass the test,' she said. 'I will diminish, and go into the West, and remain Galadriel.'"
      - JRR Tolkien.
    69. Re:Big improvement on the way by drew · · Score: 1

      I'd guess that 3D adventure games never caught on because everybody was completely sick of 2D adventure games long before 3D even appeared on the scene. I haven't seen a half way decent new "adventure" game (if you can even call them that) since about 1995.

      --
      If I don't put anything here, will anyone recognize me anymore?
    70. Re:Big improvement on the way by j1m+5n0w · · Score: 1

      Aren't such issues also relevant to raytracing?

      Yes, very much so. (Not the same issues exactly, but similar ones.) In order for a ray-tracer to be efficient it needs to sort the scene into some sort of acceleration structure. Regular grids, BSP trees and octrees have been used in the past, but currently the most popular acceleration structures are KD-trees (like a bsp tree but axis-aligned) and BIH-trees (also similar to a bsp tree but with subtle differences difficult to describe succinctly). KD-trees are generally faster for static scenes. (Interesting trivia: balanced trees yield awful performance. Trees built using the surface-area heuristic are much faster.) Ray-intersections against BIH trees tend to be a little slower (often around 30%), but they can be built much faster (several orders of magnitude iirc) using an in-place sort remarkably similar to quicksort. Performance of rebuilding an acceleration structure is fairly unimportant for static scenes, but for games it can be the bottleneck.

      For the game designer, this is relevant because it means he/she can't just move stuff around willy-nilly. If the scene can be, for instance, partitioned into a heirarchy of static objects (maybe represented by KD-trees) that can all move freely around within a top-level BIH tree, then the game will run much faster than if all the geometry is stuffed into a single tree that has to be re-sorted (n log n) every frame. (My own not-very-fast ray tracer could be modified to do something like this, since I treat bih-trees and kd-trees as primitive objects, just like triangles and spheres.)

      I believe that the transition to ray tracing is inevitable (not just because it looks better but also because in a lot of cases it's just plain faster), but it does have some bottlenecks that aren't well known or widely understood.

    71. Re:Big improvement on the way by timeOday · · Score: 3, Insightful

      Could you go further into why raytracing is better for deformable terrain (including buildings etc)? I think static environments are one of the most glaring problems of simulated environments.

    72. Re:Big improvement on the way by morcego · · Score: 1

      raytracing solutions will free up developers to implement more-dynamic scenes, more-dynamic lights and level designs where buildings and cities aren't glorified mazes where 90% of the architecture is an impenetrable facade.


      I wish it would free the developers to create BETTER games.

      What I have seem these days are wonderful looking games. Full of bugs, with lousy content, and almost a copy&paste of 40 other games just like it.

      I will take Nethack over 99% of the games released in the past 4 years.

      If I want eye-candy, I'll watch a movie. Or buy a playboy magazine. What I want is ENTERTAINMENT! How hard is to figure that one out ?

      --
      morcego
    73. Re:Big improvement on the way by The+Living+Fractal · · Score: 1

      That is of course unless the good show is a documentary on new, awesome 73" 1080p plasmas!

      But yes, you have a good point.

      --
      I do not respond to cowards. Especially anonymous ones.
    74. Re:Big improvement on the way by smellotron · · Score: 1

      I haven't seen a half way decent new "adventure" game (if you can even call them that) since about 1995.

      I always thought the Zelda and Metroid game series were enjoyable, and I'd definitely consider them adventure games.

    75. Re:Big improvement on the way by smellotron · · Score: 1

      With raytracing, there are lots of new possibilities. For one thing, reflection and refraction actually work like they do in real life.

      Single-bounce reflections and refractions can be done without raytracing. Now, reflection through a glass sphere is more interesting than a single bounce (and embarassingly easy with raytracing), but if you look at NVidia SDK Samples, you'll see plenty of non-raytraced examples that do use single-pass traces (in a pixel shader, usually).

      Lights can work accurately if you want them to

      Area lights? Or point lights? Light maps are (in general) a good and simple solution to dynamic lighting, but they suffer from pixelation problems in some situations. Thus, care is required to prevent lights from getting into "bad situations", but the rendering is still faster using cache-friendly rasterizating. Dynamic area lights are more difficult for raytracing and rasterizing alike, so the general trick is to use static (precomputed) area lights and dynamic point lights.

      ...and radiosity can be precomputed for static scenes.

      This can be done regardless of the rendering method. Now, realtime radiosity, that would be sweet, because it can be combined with either raytracing or rasterizing. I don't have a link handy, but Henrik Jenssen (sp?) has a GPU-based photon-mapping solution, which would add caustics. I doubt that would scale up to an appropriate quality for gaming right now, but sooner or later someone will figure out a hack that's close enough.

      Most of it (except good lenses) has been faked before with rasterization, but raytracing will actually let you set up a series of mirrors and telescopes to peek around corners in a FPS for instance. I can imagine a true hall of mirrors in an FPS would be at least a little more interesting than what we have now, too.

      That certainly would be cool. I betcha a hybrid solution would be the fastest, though. Raytrace just the dynamic objects in a scene through the mirrors, as a CPU-based vertex processor... but still render by rasterizing. After all, dynamics systems for collisions are already similar to raytracing... aside from having a physics subsystem, maybe some games could start implementiong a raytracing subsystem prior to rendering.

      Raytracing is O(log n) versus O(n) for rasterization, which means that even though raytracing is currently slower (the constants involved in raytracing are higher), after the break even point is passed much less of the available computational power will be needed to render the scene and can instead be used for physics and AI.

      The thing is, even as raytracing gets faster, rasterizing gets faster, and people are still pushing new research into rasterizing, and GPUs are continually speeding up. Rasterizing algorithms are much more cache-friendly, which is one of the biggest weaknesses of raytracing that will never go away. GPUs presently blow CPUs out of the water, performance-wise, so you're at the point of waiting for N-way processor machines to be on desktop machines. NVidia and ATI aren't going to sit around with their thumbs up their asses while they wait for CPUs to put them out of business, which means anything that can run on a GPU is still going to outpace the multicore CPU systems.

      No matter how fast someone makes a raytracing solution, someone else is going to jump through whatever hoops are necessary to have a faster rasterizing solution, given the current trends in hardware. I suppose this all goes out the window if a GPU is developed that is better at raytracing than rasterizing, though.

    76. Re:Big improvement on the way by aliquis · · Score: 1

      Check out Etrian Odyssey on Nintendo DS:
      http://www.atlus.com/etrian/

      Thought it's more or less a copy paste of Nethack atleast it should fit your bill nicely. Basic layout is similair as nethack, you have to draw your own maps, you can't just rush thru the levels, you can get more characters and swap people out in your team and so on during the game, so if 3 healers and 2 warriors is what you need at one lvl you can get that.

      Graphics are very simple.

      If only it was a MUD and playable over the Internet without friendcodes :)

      I so want a basic 2D mud where I don't have to remember how to walk or read for directions all the time. Make it in JAVA or something similair aswell and I'm done =P

    77. Re:Big improvement on the way by Anonymous Coward · · Score: 0

      I suppose this all goes out the window if a GPU is developed that is better at raytracing than rasterizing, though. Faster general purpose GPUs are key to realtime raytracing and are already here. Pixel shaders can easily be used to speed up realtime raytracing.
      http://www.pouet.net/prod.php?which=26751 (The first example I found with Google. I'm sure you can find more yourself. They're out there, I've run more than a few.)
    78. Re:Big improvement on the way by aliquis · · Score: 1

      I can't figure out what game you mean, I don't know what you mean with "aircar".

      Wing commander? Bratwurst? Rokketz?

      Thought only the last one are decent looking, and neither are raytraced in realtime of course.

      Or well, there are stunt car racing, but to call that "beautiful" are stretching it quite far, to tell the least =P

    79. Re:Big improvement on the way by Pseudonym · · Score: 1

      In the visual effects business, Blinn's Law is the counterpoint to Moore's Law. It states that the amount of time it takes to compute a frame of film remains constant over time, because audience expectation increases at the same speed as computer hardware.

      It is, however, wrong. Audiences just want to see a good movie. It's studio expectation increases over time.

      No audience member ever boycotted a movie because it didn't have enough eye candy in it. (In the upcoming Tintin movie, the CGI characters have skin pores. Can you imagine it? "Yeah, well, I was going to see that movie, but then I heard that the other one has skin pores! Let's see that instead!")

      I imagine games are much the same. Blinn's Law is actually Parkinson's Law in disguise.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    80. Re:Big improvement on the way by ozmanjusri · · Score: 1
      What I have seem these days are wonderful looking games. Full of bugs, with lousy content, and almost a copy&paste of 40 other games just like it.

      That's just Sturgeon's law in action.

      I'm looking forward to a fully ray-traced Half-Life 3, or whatever other game picks up the HL.x mantle. It will happen, and the game will be the better for added realism, despite the reams of crud which will be released to compete.

      --
      "I've got more toys than Teruhisa Kitahara."
    81. Re:Big improvement on the way by jamesshuang · · Score: 1

      Hmm... it seems that you might not be very familiar with the intricacies of raytracing... Having just recently finished a raytracing homework assignment, I can tell you that it's no magic bullet. I can definitely see it replacing shadow rendering, for example, but poly count? That's even more of a problem for raytracing than raster graphics. There still exists the need to send rays out to EVERY single polygon in the scene, (BSP trees improve performance of that, of course). Texture sampling is still a problem - in fact the algorithm we used for rendering textures on raytraced objects is extremely similar to the one we're using in the next assignment for rendering raster graphics. In fact, it might be even worse because aliasing becomes a pretty big problem in raytraced textures. The blurriness will still be there if don't want nasty discontinuities everywhere. I haven't quite RTFA yet, but I can guess at what they're using - probably a pretty complex raytracer based on proximity and continuity (as in, the color of a poly at the intersection would project to roughly the same color as in adjacent pixels). This still doesn't improve the complexity however - in the simplest terms, a single raytraced pixel requires about the same computation as an entire frame in raster. Obviously, some day in the future we might all be typing on 80-core machines, and we might be able to pump out fully-raytraced images at real time. However, as of right now, unless the resolution is fairly low, i doubt it would very usable...

    82. Re:Big improvement on the way by renoX · · Score: 1

      Bah, his theory is that raytracing being more "correct", you can change an environement without having the handmade effects breaking down.

      But that's just wishful thinking IMHO: the raytracers which are fast enough for realtime rendering precompute a lot of things so they work only on static or mostly static environements..

    83. Re:Big improvement on the way by RealityMogul · · Score: 1

      FTA, Page 2: The team used four different quad-core systems (Kentsfield based) connected via Gigabit Ethernet distribution systems to render in a simulated 16-core system.

    84. Re:Big improvement on the way by grumbel · · Score: 1

      ### Current game levels are often in the 10,000,000 triangle range.

      How many of those 10,000,000 per level are visible on the screen at once?

    85. Re:Big improvement on the way by __aalwyc6372 · · Score: 1

      i don't understand it. why would graphic engine developers work on gameplay relevant "things", or are they simply not required any more, fired and substituted by gameplay experts?

    86. Re:Big improvement on the way by Zerth · · Score: 2, Informative

      Raytracing allows you to make models from an equation or a function with a resolution limited by processing power, not by polygons, are solid on the inside and can react with physics procedurally.

      Want to blow a hole in that wall? Instead of having destructible section pre-modeled, you just boolean subtract the shape of the explosion. Is it a brick wall, so the hole should have jaggy bits? Just run a greebling algorithm on the edges.

      Want to have breakable glass? Instead of having to make all your windows of sections that will probably have visible seams, have them be solid sheets and then use an L-system fractal starting from the point of impact to seperate it into shards that are different every time you break it.

      Want to make a smooth sphere? You can have it exactly x^2+y^2+z^2=c instead of modelleing it as a 500-sided polyhedron.

    87. Re:Big improvement on the way by zero_offset · · Score: 1

      Heck, bigger always wins even if the picture is worse.

      We have a 1080p LCD projector in my living room shooting a 150" picture (it's a fairly large room). For daytime use, I put a 47" DLP rear-projection TV on the floor, mainly because the top of the DLP cabinet just clears the bottom of the projection screen. This TV also does 1080p and they're both fed the exact same signal from the AV closet.

      Often we'll be watching something on the DLP around the time the sun goes down enough to switch to the projector, so we'll turn on the projector and for a few minutes both of them are on while the projector warms up. I started noticing that even before the projector was up to temp and the picture was clear and bright, I automatically ignored the smaller DLP screen, even though it was many times brighter and easier to see. I started asking other people and everyone does this.

      Size also helps with higher-res high-quality graphics. Gears of War, for example, has some really excellent imagery, and everyone who has played it on both displays at my house agrees it's just more enjoyable on the big screen. It's exactly the same image, but it somehow feels like there is so much more detail on the huge projector output.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    88. Re:Big improvement on the way by cyber-vandal · · Score: 1

      Still sounds like Slashdot heresy to be in favour of making things easier for people who don't have a massive in-depth knowledge of GPU internals.

    89. Re:Big improvement on the way by Cruise_WD · · Score: 1

      Hence the point of the article - that non-pre-computed ray-tracing will soon be fast enough to do real-time games, therefore it's no longer wishful thinking.

      --
      [ cruise / casual-tempest.net / xenogamous.com / transference.org / quantam sufficit ]
    90. Re:Big improvement on the way by badboy_tw2002 · · Score: 1

      Eh, half the pretenders here (and myself included) would get stomped by old timers who laugh at our interactive debugger tools and high level abstractions like C. Just as people who cut their teeth on C/C++ scoff at Java/C# newbs who don't know what pointers are. Of course, the more powerful computers get, the more powerful the language gets, such that at some point down the road programmers and regular people will collide with natural language inputs into the machine. "Computer, compile a list of this" - "Computer, show me this", "Computer - create a server process that takes in this type of message", etc. Sounds far fetched, but its the natural evolution of better and more powerful tools.

    91. Re:Big improvement on the way by drew · · Score: 1

      Based on the OP's description, I was picturing the "King's Quest" style adventure games, a genre which started out interesting before it completely devolved into solving bizarre puzzles, finding obscure clues, and using random objects in completely implausible ways that generally required a hint book to figure out.

      http://games.slashdot.org/comments.pl?sid=195224&cid=15996979

      --
      If I don't put anything here, will anyone recognize me anymore?
  2. Give me gameplay. by xC0000005 · · Score: 5, Insightful

    I grew up with video games where the blob of pixels barely resembles anything. The power of gameplay, lasting gameplay far outstrips graphics. Not that a little eye candy doesn't hurt. I guess the core problem is that nothing Intel produces can run time optimize "Lair" into "Tetris" or otherwise correct for this.

    --
    www.voiceofthehive.com - Beekeeping and Honeybees for those who don't.
    1. Re:Give me gameplay. by fimbulvetr · · Score: 1

      ...can run time optimize "Lair" into "Tetris" or otherwise correct for this.

      Oh...so a game worth buying then?

    2. Re:Give me gameplay. by ackthpt · · Score: 1

      I grew up with video games where the blob of pixels barely resembles anything. The power of gameplay, lasting gameplay far outstrips graphics. Not that a little eye candy doesn't hurt. I guess the core problem is that nothing Intel produces can run time optimize "Lair" into "Tetris" or otherwise correct for this.

      It's ironic how often I find myself suckered into playing games, for hours at a time, which are very basic (crude even) in terms of graphics, but you can't beat their gameplay. Some of this stuff, with pixelised graphics in low-res could really get the heart rate up, and that's what it's all about, excitement, not screaming that the screen, "That did NOT touch me! I should NOT be dead, you %*&(*@!!!"

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:Give me gameplay. by king-manic · · Score: 2, Insightful

      The power of gameplay, lasting gameplay far outstrips graphics

      arcade Pac-man was awesome game play for it's time. I doubt I could stand more then 10 min of it. Super mario brothers was awesome for it's time. I doubt I could ever finish it again without being bored silly. Final Fantasy 6 was awesome for its time. I could play it still all the way through once a year. But my younger brother gets bored to tears. Gameplay dates itself too. We suffer from nostalgia, you and me. Gameplay is fun. Eye candy is fun. A good story is fun. They aren't mutually exclusive.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:Give me gameplay. by mosch · · Score: 1

      Super Mario was released recently as a Wii download.

      It's *awesome*. And good for way more than ten minutes.

    5. Re:Give me gameplay. by nschubach · · Score: 1

      We suffer from nostalgia, you and me.

      I sometimes think that everyone that states games used to be fun fall under the same bracket. Have any of you actually gone back and played those games you used to love?
      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    6. Re:Give me gameplay. by poopdeville · · Score: 1

      Bullshit. I had a Genesis as a kid. In retrospect, I realize I would have prefered a SNES. When I ran into a used one for $5, I bought it and have played through several games. Chrono Trigger was great. But I had no nostalgia about it before a few weeks ago. Earthbound was great. But I had no nostalgia about it before a week ago. The Mario games are all great. Fine, I had some nostalgia over the NES Mario games, but I had never touched Super Mario World or Super Mario RPG before a few weeks ago.

      If you get bored playing Super Mario Bros., you're either not pressing the run button enough, or have memorized the right acrobatics to use completely.

      --
      After all, I am strangely colored.
    7. Re:Give me gameplay. by Hatta · · Score: 1

      I couldn't stand more than 10 minutes of pacman when it was new. I couldn't afford more than 10 minutes of pacman when it was new either. I still play SMB fairly regularly. On the original hardware even. I never played Final Fantasy when it was current, but I've played FF1 and FF2J in the past couple years and had a blast. I'm currently playing Morrowind, just before that I finished Lunar for the Sega CD. Lunar was a lot more fun. I don't suffer from nostalgia, I enjoy it.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Give me gameplay. by realthing02 · · Score: 1

      Actually lasts a wii bit less than 5 minutes for some people

      *fixed

    9. Re:Give me gameplay. by realthing02 · · Score: 1

      Perhaps it was the story, and not the game play that make those games (mostly RPG's) so great. I still feel Chrono Trigger is the greatest game of all time.

      Point taken, though, because i still play geometry wars at least an hour a day. I'm going to break 4 million someday, dammit.

    10. Re:Give me gameplay. by SQLGuru · · Score: 1

      Yes. I still play each of the following games on a semi-regular basis (and still enjoy them): Civilization, NetHack (ray-trace that, suckers!), Master of Magic (bugs and all), and Theif. I would also play Pirates! (the original), but my EGA/Tandy disk won't boot in my floppyless computer...and I wasn't impressed enough with the new one and all that dancing. All classics. All still great games for their gameplay alone.

      Layne

    11. Re:Give me gameplay. by ahoehn · · Score: 1

      I certainly agree to a point.

      I've found that the artistic quality of a game's graphics really does affect gameplay. It's why I have a Wii instead of a 360. It's part of why WOW has a larger user base than Everquest.

      Sure, new graphical technologies will always help to make games more fun, but without being used artistically they're little more than a gimmick.

      --
      Mod my comments down. It'll be fun.
    12. Re:Give me gameplay. by Anonymous Coward · · Score: 0

      An unspoken assumption behind your post is that gameplay potential doesn't relate to the level of detail in the game's world. However, I wish that we had worlds which players could become so interactive with, that without raytracing they would notice flaws in that world's visual display, because cheap rendering solutions can't keep up with the ways the players are altering it as they interact with it.

    13. Re:Give me gameplay. by Jogar+the+Barbarian · · Score: 1

      Heh. I did go back and play Planescape: Torment (1999), and even though it's one of the greatest games ever, I had to admit it was starting to show its age. Now, I recently started a game of Wizard's Crown (1986), which I originally played obsessively on the Atari 800. I barely lasted two hours before giving up. Just too, too primitive. Let's keep nostalgia where it belongs: deep within the recesses of our venerated memories.

      --
      3. Profit!
      2. ???
      1. On Soviet Slashdot, a Beowulf cluster of alien Natalie Portman overlords welcomes YOU!
    14. Re:Give me gameplay. by Klinky · · Score: 1

      I think a lot of this "gameplay is what truly matters" stuff is partly caused by "You make do with what you have" syndrome & some rose colored glasses. If the latest and greatest was an 8-bit NES was all that was available you'd make do. It may just be that since you grew up with these games & are comfortable with them they have a warm place in your heart. Of course even when the NES was out people were talking about the graphics and there was even a drive back then for better graphics. Go to the kids house who has an Atari 2600, then go to the kids house who has a NES. Who's house will kids most likely want to visit? Same for NES vs SNES/Genesis...etc.

      In regards to what an earlier commenter stated about people not caring if they're watching something on a 12" black & white TV so long as it's good, I would disagree to some extent. Show the same show on an HDTV & your experience does become more enjoyable since you're not squinting at the screen and you can be drawn in by the life like colors. The advent of color brought forth new ways of bringing the audience into the film. Imagine if a plot point has a blue light that flashes from a distant ship, you can have the user see for themselves the light is blue instead of having some actor yell "It's the blue light! Horah!".

      This "storyline/gameplay trumps all" card was played back when film was just getting sound too. It makes people sound almost like old codgers, "Darn film don't need no sound, so long as the stories good!". While I agree that good graphics don't make a good game, I find it hard to settle in or immerse myself into some of the games of yonder past due in part because of the dated graphics. The disparity in just 10 years with games is much greater than you'll experience in film. If someone released a game today with 8-bit graphics and tried to retail it people would call them lazy. The time when you could light up 4 green pixels and call it a blob are over(except for nostalgic replay services like Virtual Console or Xbox Arcade).

      As for raytracing, I am not so sure it's the answer. We've been hearing about raytracing being right around the corner for many years now. I still think rasterization & current hardware has a lot further it can go before raytracing catches up. Perhaps in a decades time we'll have raytracing accelerators or 128core CPUs which can handle it all. :)

    15. Re:Give me gameplay. by forkazoo · · Score: 1

      I grew up with video games where the blob of pixels barely resembles anything. The power of gameplay, lasting gameplay far outstrips graphics. Not that a little eye candy doesn't hurt. I guess the core problem is that nothing Intel produces can run time optimize "Lair" into "Tetris" or otherwise correct for this.


      That is certainly a valid point to make, but Doom was a great game. So was Mario 64, Thief, Warcraft II. All games that required graphics to be great. Doom with bad graphics couldn't have had the flickering lighting that made some rooms so creepy. Mario 64 would have been a completely different game if the N-64 hadn't been 3D, Thief needed shadows, and Warcraft II had much higher system requirements than Warcraft, and it was a better game. Ray tracing could potentially unlock some new quirks that could translate into great gameplay. Accurate real time dynamic reflections could make for some fascinating funhouse mirror levels, just for an example off the top of my head. More accurate shadows could be an advance in stealth games.

      Sure, there would probably be only one or two games that get it right, and twenty or thirty that just tack some raytracing on to make it easier to market. Remember the FPS market after Doom came out? There were a zillion shitty Doom clones on the market. But, the concept of a shooting game with a first person perspective certainly hasn't gone away.
    16. Re:Give me gameplay. by blahplusplus · · Score: 1

      "The power of gameplay, lasting gameplay far outstrips graphics."

      I'm sorry but you're theory isn't completely true, I can't stand to play the original Need for speed underground over it's sequel or Most wanted, technically the gameplay hasn't changed that much, it's the overall "feel" of the game and graphics DOES add to the game's feel.

      What would god of war be like if they had used the crappy kratos model you see in the 'bonus' menu where they show you all the 'rejected' models or models that didn't make it into the main game?

      Graphics matter, very much so, God of war wouldn't be the same game if the characters did not look and "feel" alive. Game developers know this. Both are important: Graphics for thematic acceptability (i.e. games like planescape torment bombed because of their weird visuals, despite the art being great, their was no 'congruence' with enoug peoples aesthetic tastes)

      World of warcraft for instance is not a very good game, but people really dig it's Aesthetic. Same goes for Eve: Online, one of the most boring games in the universe (to me).

  3. Sounds promising. by jshriverWVU · · Score: 1

    I'm sure Pixar and other rendering houses will leverage this to keep production costs down and get videos out to market quicker. Then you have side-projects like the GPGPU, if this raw power can be harnessed for other applications it could be a boast for researchers.

    1. Re:Sounds promising. by ackthpt · · Score: 1

      I'm sure Pixar and other rendering houses will leverage this to keep production costs down and get videos out to market quicker. Then you have side-projects like the GPGPU, if this raw power can be harnessed for other applications it could be a boast for researchers.

      The number of objects in each frame for Cars (a breathtaking film on the big screen) still harnessed a lot of servers, with individual frames rendered in parts spread over servers, and took a considerable amount of time to render. Don't expect to play a RT Cars type game anytime soon. Further, their serves will still out-do anything the most 1337 gamer will have on a desktop for years.

      Still, I do look forward to the prospect of a game where, f'rinstance you're looking through a sheet of ice at something on the other side -- a bit distorted as the ice lenses the object, but that would be pretty cool to see.

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:Sounds promising. by zsouthboy · · Score: 0

      Note that Renderman is a standard renderer - you probably thought every Pixar movie was raytraced, didn't you?

      In cars, however, they did use quite a bit of rt'ing for the chrome, etc.

    3. Re:Sounds promising. by klngarthur · · Score: 1

      Pixar and other movie studios optimize for picture quality, where as a game designer optimizes for frame rate. This is true of both the software doing the rendering, and the modelling techniques used by the designer. You're also forgetting that the images for a movie have to be generated at much larger resolutions(up to 4096 pixels across). While cars object for object at movie theater resolution may not be close to possible, a cars like experience at desktop resolutions might be possible by using poorer quality models and good use of graphical tricks.

    4. Re:Sounds promising. by SpectreHiro · · Score: 1

      If I had mod points at the moment, you'd be getting some.

      To reiterate what this fine gentleman just said, PRMan -- Photorealistic Renderman, Pixar's in-house renderer which was originally developed back when they were part of Lucasfilm -- supports ray-tracing as an option, but primarily uses a REYES algorithm, which I believe is a highly optimized raster renderer. More information is available here.

      Aside from that...

      I find it interesting that no one's talking about where raster renderers are going. Everyone knows that we'll see CPUs with obscene numbers of cores in the next decade, that's a given. Real-time ray tracing will no doubt become a possibility then. However, GPUs will be advancing that entire time as well, and I'm not willing to count them out of the fight just yet. This is especially with regards to the growth of pixel and vertex shader processing, which are making it easier to fake effects that would've required ray tracing before, but at a fraction of the computational overhead.

      When real-time ray tracing finally rolls around in the next 3-5 years, it will be struggling to produce a 1024x768 image at a reasonable frame rate, all the while sucking up all of your lovely cores essentially for rendering alone. In that same time frame, I don't think it's unreasonable to expect GPU technology to have progressed largely as it already has been... I can imagine multi-core GPU silicon with vast arrays of pixel and vertex shader units, multiple gigabytes (gibabytes, damn you SI) of RAM on card, outputting beautifully rendered, cinematically photorealistic graphics to our new 3840x2400 widescreen monitors. All the while, all of this will be driven by an 8-16 core CPU, which will be used to simulate new worlds full of procedurally generated props and intricate AI actors, governed by reasonably realistic physical simulations.

      I'm not saying that real time ray-tracing won't be a reality, or that it won't be any good when it is. However, I don't think it's going to happen soon, and I'm pretty sure it'll be fighting an uphill battle the whole way. No one's resting on their laurels right now, and I can certainly imagine much better uses for that multi-core beast processor of the future than rendering the damn scene.

      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
  4. I remember back in the day... by jollyreaper · · Score: 1

    I ran some raytracers and man, just getting a scene to render was a pixel by pixel affair, watching the image slowly update on the screen. It blows me away how yesterday's "holy shit this is awesome!" prerendered animation becomes today's game engine and tomorrow's "meh, what else have ya got?"

    Youtube videos are still too low-res but I've seen some of the high-res renders of current games like Armed Assault. Wow, takes your breath way. The only shortcoming for realism at this point is they're still having trouble with destructable and deformable environments. When a tank comes bursting from the treeline, we need to see branches whipping back and forth.

    World in Conflict has an amazing engine. Sadly, I hear the gameplay is just a boring rehash of the same poor-AI RTS games we've been playing for the last decade but wow, shiny graphics!

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:I remember back in the day... by ackthpt · · Score: 1

      I ran some raytracers and man, just getting a scene to render was a pixel by pixel affair, watching the image slowly update on the screen. It blows me away how yesterday's "holy shit this is awesome!" prerendered animation becomes today's game engine and tomorrow's "meh, what else have ya got?"

      Heh. I remember the first raytracer I ran was in black and white, not even colour! Kids today with their colour raytracing.

      and in my day we only had 2 dimensions, not 3, but we liked it!

      --

      A feeling of having made the same mistake before: Deja Foobar
    2. Re:I remember back in the day... by Anonymous Coward · · Score: 0

      Heh. I remember the first raytracer I ran was in black and white, not even colour!

      Same here. I wrote a colour raytracer (in ARM assembly language) back in 1989, but until I read your post I'd completely forgotten that I did a black and white proof-of-concept in BASIC first. It showed a perfectly reflective sphere bouncing on an infinite chessboard (yay, originality). And no, the animation wasn't rendered in real time!

    3. Re:I remember back in the day... by skelly33 · · Score: 1

      "The only shortcoming for realism at this point is they're still having trouble with destructable and deformable environments."

      Another issue I have with visual aspects is that first person perspective games generally don't simulate a natural visual field. For a more realistic environment, the view should be sharp and in focus where the player's FOV is centered, but should gradually become blurrier and less distinct moving away from that point. Those sample screenshots from the article look stupid to me because every portion of the image is as sharp as every other as if they are on the same focal plane. It prevents a proper sense of depth of field.

    4. Re:I remember back in the day... by Kattspya · · Score: 1

      I don't know why you'd hear that WiC is anything like most RTS games. It's commpletely different from all of them (besides Ground Control). There is no resource management at all. You could maybe call it shallow but to say that it's just like any RTS is flat out wrong.

      There is a demo out so there is no reason not to try.
      Try this download site, its capped at 500KB/s if you're not logged in.
      http://www.fz.se/filer/?id=4015

    5. Re:I remember back in the day... by jollyreaper · · Score: 1

      don't know why you'd hear that WiC is anything like most RTS games. It's commpletely different from all of them (besides Ground Control). There is no resource management at all. You could maybe call it shallow but to say that it's just like any RTS is flat out wrong. There's no resource management in Dawn of War but it's also an RTS game. It actually is doing things the same way -- totally kick-ass 3D engine -- but you sadly don't get to appreciate it because you're clicking around too much. I'd actually appreciate an approach similar to Total War where you aren't issuing orders to units but formations and then just watch the battle play out. That lets you zoom down to the ground level and geek out on the graphics.

      There is a demo out so there is no reason not to try. Old, sad, slow computer. Plenty of reason not to. :(
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    6. Re:I remember back in the day... by Kattspya · · Score: 1

      I've played dawn of war but I can't remember if there was any resource management. Didn't you get reinforcement points by taking points on the map?

      I'm mostly an FPS player and can't handle the the parallel load of normal RTS games. I don't mind the fast clicking as long as I don't have to spaz around all over the map.

      This being Slashdot I don't know what you mean by sad old computer. It could be an old P-II or an AMD64 3500+ with an 6600 GPU. If it's more of the latter you won't have any problems running it. If it's the former you're fucked. It runs suprisingly well on my semi top of the line (ATI X800 1GB RAM AMD64 3500+) 2.5 year old computer.

    7. Re:I remember back in the day... by jollyreaper · · Score: 1

      've played dawn of war but I can't remember if there was any resource management. Didn't you get reinforcement points by taking points on the map? Yup. You still have base-building but you're correct, the strategic points thing takes the place of resource-gathering. But you're still building units at base and ferrying them to your fighting force. The problem, of course, is that this makes a fierce battle tough to fight since you have to keep adding units to build queues and ferrying them to the front. The squads will let you generate lost members by adding new units and drawing against your command points. But that becomes a problem all on its own as you keep rotating through the squads with your hotkeys, trying to see if they're missing members. When you're worried about that sort of thing, you miss the little details like the way an enemy mechanoid unit can pick up one of your guys, smash him to shit against the ground, then fling the bloody corpse a couple hundred feet across the battlefield. Those little touches are nice!

      I'm mostly an FPS player and can't handle the the parallel load of normal RTS games. I don't mind the fast clicking as long as I don't have to spaz around all over the map. Those pesky Koreans are only going to make it worse. I don't even want to see what multiplayer Starcraft 2 is going to look like. I betcha launch day will be an official state holiday.

      This being Slashdot I don't know what you mean by sad old computer. It could be an old P-II or an AMD64 3500+ with an 6600 GPU. If it's more of the latter you won't have any problems running it. If it's the former you're fucked. It runs suprisingly well on my semi top of the line (ATI X800 1GB RAM AMD64 3500+) 2.5 year old computer. Try four year old computer. *shakes head sadly* On the bright side, it does give me an excuse to upgrade.
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    8. Re:I remember back in the day... by Kattspya · · Score: 1

      In case you don't know this: in WiC there is no resource gathering or base building at all. You start with an ammount of resource points that you'll keep the entire game. When the round starts you choose a drop zone and the units that you want to bring in. Whenever a unit dies the points are transferred back to your resource pool. The resource pool is divided into two parts, one that you can use and one that trickles points to the one you can use. That way you get a time penalty when you lose a unit.

      The Star Craft type games never interested me in multiplayer. I can handle single player but multi is completely out of the question.

      Get a new computer right now. You're missing out on some fun games :)

  5. Not to be a wet blanket... by SnoopJeDi · · Score: 4, Interesting

    ...but Q4RT seems to have handicapped most of what makes the Doom 3 engine so impressive-looking to begin with. The reflection effects sure are nice, but it's a long way from making anything comparable to modern methods.

    Sure is interesting, all the same.

    1. Re:Not to be a wet blanket... by vimh42 · · Score: 1

      Oh indeed, but keep in mind the art was not created with Raytracing in mind. I think these examples would be a little more interesting with art assets that were meant for that rendering type.

    2. Re:Not to be a wet blanket... by PitaBred · · Score: 1

      The tweaks are (relatively) trivial. The important bit is getting the tech working first. After that, let the designers/artists have at it. The lighting and such he has set in the demos is designed to show off what the code will do, NOT to be a highly-polished, finished game.

  6. If nothing else, multiplatform by Protoslo · · Score: 1

    Beyond the graphical advantages and disadvantages of raytraced gaming, it would obviate the need for advanced DirectX/OpenGL support (and GPUs--although you probably won't save any money since you'll need a quad-processor, many-core rig instead).

    Without DirectX, there would be less tying games to Windows (or Vista). I don't think that DirectSound has nearly the same attraction, anyway. We'd probably seem more multiplatform releases.

    1. Re:If nothing else, multiplatform by hattig · · Score: 2, Insightful

      Most likely the ray traced games of tomorrow will be running on ray tracing accelerators, namely graphics cards. Probably the same graphics cards as the next generation or two, running the ray tracing via shaders...

      Sure, Intel like to talk about their 80 core x86 chip, but when it comes down to it I'm fairly certain that to get anything better than 'barely acceptable' you'll have a beast of an accelerator from nVidia or AMD. However it may make it easier for Intel to elbow into the game.

      Note that you could buy ray tracing accelerators 10 years ago. There was a Cambridge based company that put them in a form factor like a DIMM.

    2. Re:If nothing else, multiplatform by DigitalSnowLeopard · · Score: 1

      While raytracing might free developers from using DirectX the problem comes in the fact that even with CPUs with 8 cores they can't match a graphics card at running today's games. That means that until we hit critical mass where CPUs can do everything that a graphics card can, we can't play older games that don't use raytracing. It's the chicken and the egg problem and that's assuming that graphics cards don't become more and more advanced increasing the difficulty.

      Obviously Intel is going to push for raytracing as the primary method of game rendering since it would increase their market share. I doubt Intel's dream will happen but at the same time raytracing would alleviate a lot of problem. A hybrid approach will probably emerge sometime in the future.

    3. Re:If nothing else, multiplatform by Protoslo · · Score: 1

      Then GPUs will have to become very CPU-like (and indeed, they have already added looping...) to handle the heavy conditional branching inherent in most modern ray-tracing acceleration structures. The ATI-AMD merger suggests to me that we will see a growing convergence between CPU and GPU.

    4. Re:If nothing else, multiplatform by Anonymous Coward · · Score: 0

      > The ATI-AMD merger suggests to me that we will see a growing convergence between CPU and GPU.

      Intel's Larrabee project is reportedly based on the x86 architecure. It's supposedly made up of a bunch of cut-down x86's (in-order execution) with beefed up MMX/SSE units.

    5. Re:If nothing else, multiplatform by *weasel · · Score: 1

      The only reason this is coming up at all is because of Intel's Larabee GPU, which is being built and sold as the device that will bring real-time raytracing to the desktop.

      This and several similar research projects at Intel exist solely to develop tools and heuristics for game developers - to make it easier for Intel to urge them into supporting their new product. My guess is they're going to position these chips as a panacea for next-gen consoles. We can expect to see alot more 'news' like this, talking up their ability to accelerate physics, AI and animation.

      --
      // "Can't clowns and pirates just -try- to get along?"
    6. Re:If nothing else, multiplatform by nschubach · · Score: 1

      Technically, with GPUs being used for projects like Folding, couldn't you also offload some of the ray tracing to these secondary GPU processors? I mean, they have all that symmetric processing capability. Why couldn't you tap into that? Could we eventually see a comeback of computer based on a standard processing unit and add in daughter boards with additional CPUs for SMP processing?

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    7. Re:If nothing else, multiplatform by DragonWriter · · Score: 1

      Most likely the ray traced games of tomorrow will be running on ray tracing accelerators, namely graphics cards.


      Eh, why? Raytracing is processor-hungry, but AFAIK its pretty well suited to general purpose CPUs and parallelizes easily; its pretty much an ideal "throw more general purpose cores at the problem" area.

    8. Re:If nothing else, multiplatform by Dr.+Spork · · Score: 1

      Agreed, and this is great news, because that sort of GPU will be so CPU-like that it will definitely also be able to do all the other stuff (besides games) that today's computers still do far too slowly: Media encoding and image/video rendering and processing. In all other categories, a bargain computer of today is plenty fast enough so that speedups will be almost imperceptible. I fully expect future 1080p video encoding to be done on super-parallel multicore CPU's whose main role will be to render games. And I expect it to be done very very fast, much faster than realtime even with very complex codecs.

  7. Wow, real time -- glad I left that business by dada21 · · Score: 5, Interesting

    I was a founder of Deep Productions, one of the Chicago's first rendering farms about 15 years ago. I recall having dozens of Pentium 60s (Were they called Pentium Pros back then?) with 512MB of RAM (if I remember correctly) running a variety of rendering programs (usually 3D Studio, but others based on clients needs). IIRC, a single raytraced frame took about 20 minutes. 2 dozen machines churning full speed were able to render approximately 60 fields per hour, or 1 second of animation in an hour.

    I exited that market and Deep eventually moved out of that field entirely, but looking back, I can't believe we made the money that we made at the time. Now that ray tracing is getting closer to real time, it gives me a few minutes pause to realize how much technology has changed in ways that the AVERAGE consumer has no understanding of -- and doesn't need to. In the end, I'm glad that so many entrepreneurs take risks so that consumers needs (and yes, entertainment for some is a need) and wants are fulfilled, without those consumers even knowing the process necessary to get there.

    1. Re:Wow, real time -- glad I left that business by lawpoop · · Score: 1

      My prediction is that in 5-10 years, the average home computer will have a machinima software package that will produce Little Nemo quality or better animation with basically video-game controls. It would be a convergence of machinima and open-source rendering programs. I can't wait until any geek in the world can animate their feature-length sci-fi movie on their home computer!

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    2. Re:Wow, real time -- glad I left that business by Anonymous Coward · · Score: 0

      You mean like this?

      http://www.youtube.com/watch?v=seOGEwx0NfQ

      I agree, quality animation like this would be awesome. And to think, to approach the sort of quality what Winsor McCay was doing by hand took only, what... 100 years?

      Or perhaps you mean "Finding Nemo"...

      Either way, the current problem with creating CGI films isn't the technology. It's the fact that animation is (and always has been) labor intensive. CGI is even more so in the sense that you have to create all the assets from scratch.

      Beyond that, there's the issue of actually being able to tell a good story. For that, technology isn't going to help you.

    3. Re:Wow, real time -- glad I left that business by lawpoop · · Score: 1

      Or perhaps you mean "Finding Nemo"... Thanks for the correction ;)

      Actually, i was thinking more like this:Rocketmen vs. Robots, parts I-IV, were animated entirely by David T. Krupicz, using Maya or Lightwave, can't remember which.

      Now imagine if animators all over the world could collaborate on an open-source move, from treatment and screenplay to mash-ups and remixes. Media singularity, anyone?

      Either way, the current problem with creating CGI films isn't the technology. It's the fact that animation is (and always has been) labor intensive. CGI is even more so in the sense that you have to create all the assets from scratch. That's true, but once they're created, digital works have a way of being re-useable. Once somebody creates a model, then anyone who has access to the model and the proper software can animate it. Then, you don't need to be a good modeller to create quality stuff; you only need be a good animator ( though there is some overlap in those particular talents ) .

      Beyond that, there's the issue of actually being able to tell a good story. For that, technology isn't going to help you. That's true, and that's always been the case with art. A good storyteller can take you to other worlds, when the both of you are sitting in front of the campfire. But all the technology in the world can't make a lousy story interesting ( Star Wars Episode I *ahem*) . Being involved in the local indie filmmaking scene here in my city, I can tell you that there are plenty of good, and even great stories, that will never reach their potential because of bad weather, wrong locations, flaky actors, impossibly expensive effects. Of course, a good cinemist can make a decent movie with the lousiest of equipment, the most paltry locations, and decent actors, and a genius can make a masterpiece. But better technologies simply means that more decent filmmakers will make good movies. Better, cheaper technology means more art, both good and bad.
      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
  8. One step closer to Holograms! by y86 · · Score: 1

    "Please state the nature of the medical emergency!"

    The first step to making a real hologram is the rendering and then the projection.

    Right now we don't have good consumer examples of either. Pretty soon we'll have the rendering -- and then it's just a matter of time until we can do a REAL 3d projection and I can have my own personal Doctor.

    1. Re:One step closer to Holograms! by geekoid · · Score: 1

      OTOH, who wouldn't want a hologram helper, even if it does look like it was rendered in 1980?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:One step closer to Holograms! by y86 · · Score: 1

      I was thinking a full rendered HOLO-GIRL-FRIEND would be a big seller on Think Geek!

      I don't know if pixelated graphics would work... although there was that youtube video of that kid masturbating to the WoW night elf......

    3. Re:One step closer to Holograms! by vidarh · · Score: 1

      Given the number of strip-poker games for the Commodore 64, I think we can safely say that people are pretty good at filling out the details with their own imagination...

  9. Raytracing is "embarassingly" parallel by recoiledsnake · · Score: 3, Insightful

    Raytracing comes under a class of problems that are embarassingly parallel. Want to render 2 million(~1920x1020) pixels? Send them to 2 million processors(cores) simultaneously and get results back. This is possible because there is rendering each pixel is independent of rendering another. Note that all the data required(like textures, lights, etc.) should be available to all the processors, so SETI style high latency computation is out of the question.

    What makes it interesting is that the gigahertz race is done with and has turned into a "core" race. Intel was already showcasing 80 cores on the same chip. A few cores dedicated to Phong shading algorithms and radiosity and the rest to ray tracing would simply overshadow the current raster rendering. Also, raytracing is mathematically elegant and simple compared to all the dirty tricks employed by current graphics technology so it should make programmers' lives easier(unlike the Cell processor which is a nightmare to code for).

    --
    This space for rent.
    1. Re:Raytracing is "embarassingly" parallel by exploder · · Score: 1

      True, but not exactly relevant to this discussion. Conventional poly-based 3D rendering is parallel, too. SLI setups take advantage of that already.

      --
      Yo dawg, I heard you like the Ackermann function, so OH GOD OH GOD OH GOD
    2. Re:Raytracing is "embarassingly" parallel by Anonymous Coward · · Score: 0

      *cough*memory bandwidth*cough*

    3. Re:Raytracing is "embarassingly" parallel by recoiledsnake · · Score: 1

      SLI and Crossfire are parallel at the frame level and not at the pixel level.

      --
      This space for rent.
    4. Re:Raytracing is "embarassingly" parallel by blueg3 · · Score: 1

      Sort of. The pre-rendering work isn't trivially parallel. With a direct raytracing algorithm, it's parallel at the pixel level, but you lose some power if you do things like cache results, since you need to either compute these results multiple times (losing the cache benefit) or communicate them between processors.

      Still, it's true that raytracing parallelizes much more nicely than polygon-drawing.

    5. Re:Raytracing is "embarassingly" parallel by Guspaz · · Score: 2, Interesting

      Incorrect. They typically support alternate-frame rendering (each card does every other frame) for games that are problematic, but the best performance is to be had with tile-based rendering. This is where the SLI setup splits the scene up into a number of tiles, and then the two cards render them all, splitting the load so that each card is working as hard as it can. This is effectively splitting on the pixel level, but in a bit larger chunks. I'm sure that's because whatever overhead is involved probably increases the smaller the tiles get.

    6. Re:Raytracing is "embarassingly" parallel by John+Betonschaar · · Score: 1

      SLI and Crossfire are parallel at the frame level and not at the pixel level.

      Not quite. SLI is parallel on the scanline-level (that's why it's called "scanline interleaving", remember?). Internally, GPU's themselves are highly parallel architectures by nature. One can think of tens of different ways to distribute rendering operations over parallel hardware, many of which are actually used by modern GPU's.

    7. Re:Raytracing is "embarassingly" parallel by Cid+Highwind · · Score: 1

      SLI is parallel on the scanline-level (that's why it's called "scanline interleaving", remember?).

      That's old SLI (3Dfx era). When nVidia brought SLI back they redefined the acronym as "scalable link interface".

      --
      0 1 - just my two bits
    8. Re:Raytracing is "embarassingly" parallel by Anonymous Coward · · Score: 0

      WRONG!
      SLI is NOT scan-line interleave.
      That's what is USED to be back before nVidia used it (3DFX used it on their Voodoo line).
      nVidia calls it Scalable Link Interface.

      It does some intelligent load balancing, unlike traditional SLI.

      For a time, nVidia called "SLI" "SLi", probably to make this clear.
      When it became apparent that no one remember SLI from the late 90s, nVidia changed their logos and references to "SLI".

    9. Re:Raytracing is "embarassingly" parallel by John+Betonschaar · · Score: 1

      That's old SLI (3Dfx era). When nVidia brought SLI back they redefined the acronym as "scalable link interface".

      You're right. I've was still assuming SLI and Crossfire still did it like this, so I guess I should read up on my acronyms and 3D accelerator knowledge a little ;-).

    10. Re:Raytracing is "embarassingly" parallel by sjelkjd · · Score: 1

      In theory, it is embarassingly parallel. However, there are some practical limitations that will prevent the performance of multi-core ray tracing from scaling linearly with the number of cores.

      The biggest problem is memory bandwidth. Every pixel can shoot arbitrary rays into the scene, which can random access your scene geometry(and textures, and lighting, etc). Since all those cores are sharing the same memory subsystem, they're going to overload the memory bus and sit there stalling. Yes, each core may have its own cache, although that starts getting real expensive real quick if your cache is at all largish. Solving the memory problems will be important for multi-core to take off past 2/4/8 and onto 80+.

    11. Re:Raytracing is "embarassingly" parallel by S3D · · Score: 1

      Original poster talked about*raytracers* and you are talking about polygon-rendering cards. And I can affirm that raytracers are in fact embarrassingly parallel. I took part of the project for clustered raytracer. It was a cluster of dual CPU SMP PC. After a lot of hard work and quite sophisticated synchronization algorithm we did in fact achieved linear scalability and tested it up two four boxes. Each PC had identical database, so there weren't any large block of memory moving between them. Pity the project was dumped for business reason - GPUs were so damn cheap and easy to code.

    12. Re:Raytracing is "embarassingly" parallel by SoopahMan · · Score: 1

      Yes, and we can do better than 80. Intel may be showcasing this but AMD (now owns ATI) benefits most. The ATI 2900 has 320 universal shaders! RT specific shaders could be even simpler, allowing for even more. If an RT dedicated card from ATI were released next year I wouldn't be shocked to find 800 Ray Tracers on a single card. Now that's parallelism.

      I keep wondering why Intel bothers touting graphics engines for justification for CPUs. The GPU does that. It will keep doing that. The CPU runs slow x86 code while the GPU runs literally anything the designers can imagine, and tons of super simple shaders. That separation is extremely important and no expensive new Intel chip will change it.

      Ray Tracing certainly opens new doors for gaming too. Earlier posts seem to think Radiosity is not something engine developers spend much time on - not true! Radiosity like making a red chair in a white room color the walls a little red, or the corners of a singly lit room still get a little light, can enhance realism but also lend itself to moods/theming, and that has major opprotunities for great games. Casting an infinite number of shadows also has cool benefit: like seeing the level boss's massive shadow before he comes around the corner.

      Above all Ray Tracing offers true geometry - no need for triangles. That means infinite level of detail and true rounded surfaces. No more close-enough dodecahedrons masquerading as spheres and now you can have faces that look real, zoomes out or in. That's a major boon to new games.

  10. This work is very cool. by Steveftoth · · Score: 1

    But I haven't seen anyone else doing it. I mean Mr. Pohl's work is awesome to look at and has even been covered here at slashdot before, but why isn't anyone else doing research into this field of real time ray tracing? I know it's young and all but it has to get more momentium before we will see it in games.

    It's kinda like voxels, regardless of the technical merits of voxels, they never got enough momentum to really take off as a way to render graphics. That or tile based rendering like the way that the PowerVR (http://www.beyond3d.com/content/articles/38/) graphics chips did it. Both of these technologies probably have more potential then were realized by most people.

    My personal hope is that with nVidia's CUDA and ATI's to the metal projects, we will see people writing engines that use all the strengths of the CPU and GPU together. Intel seems to be on this path as well, as they seem to want to integrate the GPU and CPU, though their aim is much different. A ray tracing engine that is optimized to use the graphics card would be possible in the future anbd offer even more speedup, as the current work is cpu only it seems.

  11. Not the shiny new hammer by ardor · · Score: 1

    Raytracing has no advantage over rasterizing for opaque surfaces. Rasterizers are faster there, since their performance is not tied directly to the screen resolution.
    The advantages lie in refraction/reflection/shadows/translucency, which are painful to implement with rasterizers.

    Thus, a hybrid seems to be the best idea. Rasterizer as default, with a special "shootray" instruction in the pixel shader.

    --
    This sig does not contain any SCO code.
    1. Re:Not the shiny new hammer by Anonymous Coward · · Score: 1, Interesting

      As an interesting sidenote to all of this, in 1993 I attended an Amiga fair in southern Sweden, where I saw a game demoed that utilized hybrid scanline rendering with certain "raytracing tricks", in realtime, to achieve what was then considered very life-like imagery. This ran in about 15-20 fps at peak, 320x256 resolution, on an Amiga 2000 with a 50mhz 68030/68882 accelerator board. Very impressive considering how early in time it was. The game also employed certain weak physics; you could pick up items and do anything with them; throw them, drop them, look inside of them; even redecorate the demo scene (which was a eerie lit house). The game at that point was titled Haunted, but unfortunately it never saw the day of light.

    2. Re:Not the shiny new hammer by DamnStupidElf · · Score: 3, Interesting

      Raytracing has no advantage over rasterizing for opaque surfaces. Rasterizers are faster there, since their performance is not tied directly to the screen resolution. The advantages lie in refraction/reflection/shadows/translucency, which are painful to implement with rasterizers.

      Actually, there's a big advantage. Raytracing is O(log n), but rasterization is O(n). OpenRT's demo of a 350 million triangle model of a Boeing rendered in real time on a single PC (without GPU support) is a good example. The entire model doesn't even fit in memory, so visible surfaces are cached. The result is still realtime (although only a few FPS) with incredible detail. Go slashdot the server and watch the movie. Modern raster based cards can only render that many triangles in a whole second with all their fancy hardware, if they're lucky.

    3. Re:Not the shiny new hammer by JNighthawk · · Score: 1

      Not really. Ray-tracing is also very good for high-density scenes. Hundreds of thousands to millions of triangles are just fine with ray-tracing, whereas it would completely bog down a normal T&L rasterizer. This is because you really only need to do 1 ray per screen-pixel with raytracing vs. an astounding amount of operations for each vertex (and possibly each texel/fragment, as well) for a normal rasterizer.

      --
      Wheel in the sky keeps on turnin'.
    4. Re:Not the shiny new hammer by mangobrain · · Score: 1

      1 ray per pixel? Not true if you want light sources other than "ambient" (shadows or otherwise) or reflections. One ray per pixel to discover which object is visible at that point, then one ray per lightsource to find out whether or not it is casting light on the point of intersection, plus at least one more ray if the surface is reflective. If you want to render shadows in reflections, and nested reflections, the algorithm becomes recursive. Also, for each ray, you need to calculate which of the "thousands to millions" of triangles it intersects with - the algorithm being effectively both forking and recursive if you want translucency (shadow rays, reflective rays etc. need to be cast from the surface of the translucent object, *and* whatever object(s) are visible behind it).

      Put simply: raytracing doesn't intrinsically scale with number of objects better than traditional rasterizers. With naive implementations of intersection tests, it can scale *worse*.

    5. Re:Not the shiny new hammer by ardor · · Score: 1

      This advantage is worthless for games. Games usually have moderate geometry complexity but *very* high demands on the fillrate. Raytracing has no advantage there. Besides, today's DX10-class hardware does not distinguish between vertex and pixel shaders, which is much harder to achieve with a raytracer.

      That said, a 8800 card CAN render 350 million triangles...

      --
      This sig does not contain any SCO code.
    6. Re:Not the shiny new hammer by vidarh · · Score: 1

      They have moderate geometry complexity now because they are limited by the hardware. Just like games used to be all 2D because 3D was outside the reach of typical hardware, not because nobody wanted to make 3D games.

    7. Re:Not the shiny new hammer by ardor · · Score: 1

      No, they have moderate complexity because more is just not necessary. In the world of games, *pretty* triangles are wanted, not *many* triangles. Pretty much the only reason for geometric complexity is displacement mapping, which is not used everywhere (and even then its just for getting detail cheaply). At a certain limit geometry just does not pay off. I don't need a million triangles to render a good-looking car, for example.

      --
      This sig does not contain any SCO code.
    8. Re:Not the shiny new hammer by Tangent128 · · Score: 1

      "'thousands to millions' of triangles"? That's assuming you're using triangles; most raytracers I know of operate with larger, smoother surfaces, like true spheres and cylinders. More complicated surfaces can be done with isosurfaces.

    9. Re:Not the shiny new hammer by dave420 · · Score: 1

      That's not necessarily true. What if there's a coloured reflective surface near the opaque surface? Raytracing would allow that coloured surface to shade the opaque surface, whereas rasterisers would not, so in the middle of a beautifully-rendered scene, if a hybrid solution was used, there'd be an opaque surface standing out. Raytracing is more than just the surface at hand, but a sum part of everything else in the scene that might affect it, and the surface at hand. If you want to shoot rays, just use a ray tracer and be done with it ;)

    10. Re:Not the shiny new hammer by Pinky's+Brain · · Score: 1

      With a standard raytracer that would only work with something like monte carlo sampling which is just not very efficient (not realtime by a long shot). If there is only a couple of those reflective surfaces you could hack it and turn them into separate windowed lightsources, but then you could do the same thing with a rasterizer.

      Realtime raytracing uses one first hit ray per pixel and one shadow ray per intersection per lightsource, no more ... the days of realtime and practical global illumination are still a ways off.

  12. Good gaming is not about raytracing by Anonymous Coward · · Score: 0

    Improvements in digital eyelash rendering promise to revolutionize gaming.

  13. Handhelds first? by Floritard · · Score: 3, Interesting

    if a certain configuration of hardware can render 1280x720 images at 30 frames per second, then that same hardware will be able to push 563 FPS at a resolution of 256x192 (which happens to be what the DS has). So why not make a handheld that can do real-time raytracing? Seems it would be easier to do. And that's a pretty good selling point to boast "better than PS3/360 graphics in the palm of your hand."

    And to the above posts bemoaning the focus on graphics over gameplay, remember if they get a good real-time raytracing system in place then that frees the dev team up quite a bit. No longer having to work so hard on faking proper lighting, they can then focus on the more important things like gameplay/AI/physics.
    1. Re:Handhelds first? by smash · · Score: 2, Interesting

      So why not make a handheld that can do real-time raytracing? Seems it would be easier to do. And that's a pretty good selling point to boast "better than PS3/360 graphics in the palm of your hand."

      It's just not worth it.

      These days, games are often ported from platform to platform with fairly portable code (ie, written in C with platform specific low level stuff in ASM if required).

      The second you put a raytracing platform out, every conventional raster graphics engine on the market becomes extremely difficult to port to it. It's all well and good being able to boast, but if you have no software to back up the claims, then it's a waste of time.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    2. Re:Handhelds first? by Slashcrap · · Score: 2, Funny

      So why not make a handheld that can do real-time raytracing?

      Because rendering a scene of a set level of complexity using ray tracing is vastly more compute intensive than the alternatives and nobody wants to buy a handheld that weighs 30Kg and requires a portable diesel generator.

      Would you like spectacularly obvious answers to any other questions while I'm here?

  14. Gameplay vs Graphics by king-manic · · Score: 5, Insightful

    Most people who pine for better game play are not looking hard enough. Generally they suffer form a severe case of nostalgia. Back int he bad old days for each Super Mario brothers or Missile command there were 4 ET's, Coeleco smurfs or Custer's Revenge. You just don't remember them. The past wasn't some golden age where game play trumps graphics. IT was a place where event he brilliant games had significant control issues, where top shelf games wouldn't been be considered tier 3 dreck today. Take a much maligned games liek Lair, is the basic controls any worse then say NARC for the NES? but NARC was a "good" game for it's time while Lair is a maligned as crap. I haven't played lair but bad controls are no longer acceptable.

    There is game play innovation today, and it doesn't have to be independent of pretty graphics. In fact the people responsible for the game play aren't the ones responsible for innovative game play. One does not diminish the other. Good game play is also not the same as innovative game play. They coincide for instance in games like Katamari damacy but often innovation ~= unpolished ~= crap. What we're all looking for is polished game play. It never changes that around 80% of everything will be considered crap. So just rmeember that back int he day 80% of everything was crap too but you just don't remember. So they can ray trace graphics, thats awesome. Will it diminish gameplay.. not really you'll still have 80/20 rule. It's not an indication that things were better then before only that your brain works in a funny way.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    1. Re:Gameplay vs Graphics by Blakey+Rat · · Score: 1

      Thank you! I know it's somewhat off-topic, but the Games section on Slashdot is so flooded with nostalgia that any attempt to re-introduce sanity is great. Especially when modded up.

    2. Re:Gameplay vs Graphics by grumbel · · Score: 1

      The issue is: more graphics mean more costs, more costs means less flexibility and less flexibility means less innovation and independence. The past isn't something where all games were great, it is however a time where a lot of games were far more innovative then anything today. Just compare how many new stuff happened between 1990-1995 and compare it to 2002-2007. It is not even that just little new innovation is happening, a lot of genres simply died out because they where to far of the mainstream and that is what publishers are targeting.

      That said, not everything looks bad today, the real next gen games seem to slowly appear (i.e. those that use processing power for more then just shinier gfx), but it is really a rather slow process, which in large part can be blamed on the strive for more and more gfx and less focus on other aspects.

      I really do miss the old days, not because of nostalgia, but simply because I like those games and genres, not of all them where good, but many are still great and haven't been replaced by anything, since nobody is left creating games of that type.

    3. Re:Gameplay vs Graphics by king-manic · · Score: 1

      The issue is: more graphics mean more costs, more costs means less flexibility and less flexibility means less innovation and independence.

      Good thing for you, smaller games have made a come-back. Sony, Microsoft, and Nintendo have online stores chalk full of smaller games. Their all pretty but in a more modest sort of way unlike some of the baroque epics.

      Also innovation != fun. ET was innovative in many ways. It sucked donkey testicles. Liar has a innovative control scheme. One that doesn't work too well given the bad frame rates and control lag. Red steel has a innovative sword swinging mechanic.. as you can see innovative != fun. What you want is polished/innovative. Like Zelda : TP, Gears of war, God of war II etc... All big name epics with graphic polish and semi-innovative gameplay. Or look to super stardust HD, Flow, Geometry wars, and Calling all cars. Heck the Ninetendo DS is a hotbed of innovation mixed with polish and fun. From puzzle quest to elite beat agents. These days are a cornucopia of fun innovation. I bet you there is now numerically more title we could agree on as innovative and fun then in our days of yore.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:Gameplay vs Graphics by Steve525 · · Score: 1

      I can't argue that we don't look at the past through rose colored glasses. We do tend to remember the best games, because they are the only ones worth remembering (and if we were smart, the only ones we spent much time playing). Back then, gameplay did trump graphics, but that's only because graphics pretty much sucked, and you had to provide something. That's not to say people didn't care about graphics. When Donkey Kong came out, people didn't just love the gameplay; they also really enjoyed what were very good graphics (for the time).

      I think the important to remember is that graphics need to be a means to end. Sometimes that end is simply providing a visual reward to the gamer. (It's much more exciting to fight your way to the next level if the level is cool to look at). However, I think what's more important is that advanced graphics (and technology )allow new gaming experiences. The first video games were simple, single screen affairs. The entire world of the game was right in front of you (or maybe a few screens). With technology this expanded, and the Nintendo/Sega era featured worlds that were huge, but in 2-D. Then came 3-D, which creates a very different experience then 2-D games. However, what's next? I'm not sure I've come accross a single game in the last 10 years that couldn't have been done on my '97 PC by simply lowering the graphical detail. (I could be wrong, since I stopped playing games about 5 years ago. However, I still keep up a little bit, and nothing seems to indicate I'm wrong). So, the question is, is all this fuss about improving graphics really worth it, if it provides nothing more than eye-candy?

    5. Re:Gameplay vs Graphics by king-manic · · Score: 1

      However, what's next? I'm not sure I've come accross a single game in the last 10 years that couldn't have been done on my '97 PC by simply lowering the graphical detail.

      The next step is details. Compare MGS 3 versus Tomb raider II. A lot more environmental interaction and gameplay variety. So the set pieces gets more interactive (that desk of pens now actually rattles and changes if you launch a rocket at it). More effective AI. Destructible environments. Bigger levels. Sand box games are hard when you have to load 1/2 a city block at a time. More customization options for avatars.

      It pretty much a given that we've passed the "exponential" part of the logarithmic improvement curve. Now you get a diminishing return for more hardware and time. We started off pretty bad so improvements were huge. Now we're closing in on the level part of the curve so improvements are incrmeental.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    6. Re:Gameplay vs Graphics by gatzke · · Score: 1


      I love my Wii. It has nice gameplay innovation, although it is just a simple control system and 480P at best graphics. I can't wait for Star Wars

      On my desktop I have 2600x1600 resolution. I want games to not have any jaggies, so 4xAA on this screen will be quite a while at least. They are ray tracing to get shadows correct, but the screen shots are terribly aliased and that bugs me a lot more than some problem with shadows or reflections.

    7. Re:Gameplay vs Graphics by xenocide2 · · Score: 1

      The neat thing about raytracing is that it's a highly parallel process. AA in raytracing means casing multiple rays per pixel, instead of just one. This lends itself to multi-chip / card rendering far better than traditional GPUs. Put two chips with access to the same scene and have em render half the pixels each isn't terrible. 4 is even better, and papers I've seen suggest a near linear relationship.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    8. Re:Gameplay vs Graphics by gatzke · · Score: 1


      But SLI works pretty well in parallel.

      Put four awesome GPUs in a box and let them render 1/4 of the screen and you are in great shape, so maybe my 2600x1600 with 4x AA is totally possible.

      http://www.slizone.com/object/slizone_quadsli.html

      I personally don't mind having to fake reflection and shadow effects to some extent, as long as you get decent FPS and resolution without jaggies...

  15. Raytracing. Next Voxels. by Anonymous Coward · · Score: 0

    Here's a question for the forum. Has anyone found a way to use present GPU's to speed up a voxel engine?

  16. Is it still relevant? by ggambett · · Score: 4, Interesting

    I wonder if this is still relevant.

    Don't get me wrong, I love raytracers, but what once was their exclusive domain (reflections, shadows,...) has been done in a "fake" but very convincing way since the few latest generations of 3D video cards. What's left? True refraction? True curved surfaces? Is it that important? I tend to side with the "give me gameplay" crowd here.

    Realtime caustics and global illumination, on the other hand...

    1. Re:Is it still relevant? by king-manic · · Score: 1

      I tend to side with the "give me gameplay" crowd here.

      Define gameplay. As many point out graphics and gameplay aren't mutually exclusive and often handled by different teams. Play Q&A, game designers, producers, directors handle Gameplay. Graphic artists and game engine coders handle graphics. They work in parallel and often 80% of everythign is crap anyways. Want gameplay, try elite beat agents. Want gameplay and graphics, try Gears of war. Want just graphics, try liar.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    2. Re:Is it still relevant? by not+already+in+use · · Score: 1

      The difference is, however, that developers waste tons of development time implementing effects that mimic lighting, refraction, and reflection. With raytracing, this behavior is implied. The increased simplicity will benefit all, once we have the horsepower to do such a thing.

      --
      Similes are like metaphors
    3. Re:Is it still relevant? by Bob512 · · Score: 2, Informative

      I'd much rather see developers "waste" their time making things efficient than having 1000 cores on my machine trying to ray trace every scene. What it all comes down to is coherency between threads of execution, and all of the techniques that ray tracing makes possible (primarily high frequency lighting, since that's really the only thing that can't be done in a rasterization model) have terrible coherency.

      This is super important because no matter how many cores you have, the bottleneck will still be going to memory and getting the data. In rasterization, the data accesses have pretty good spatial locality, but in areas with very high frequency lighting, there is just too much data, and every pixel is hitting a different part of it. Most of the really good ray tracers set up bundles of rays that have good locality, but this is really only trying to emulate rasterization with ray tracing in order to gain some of its performance characteristics.

      In short, if rasterization can't do it, then it's going to be too slow to do in real time anyways. What ray tracing does give you is simplicity of writing code and freedom to do whatever you want, but it will never have the performance characteristics to be considered real-time. Even if you did have enough compute power to ray trace your scene at full resolution at full speed, it would be unconscionable to actually do it, because of the sheer amount of electricity wasted.

    4. Re:Is it still relevant? by Boronx · · Score: 1

      Doesn't this allow indie designers access to the highest quality graphics for free? Doesn't it free up all game designers to make their models more abstract, allowing them to concentrate more on gameplay?

    5. Re:Is it still relevant? by MenTaLguY · · Score: 1

      I just wanted to second that -- I could care less about raytracing. It'd be only an incremental improvement over what we can do now. GI, on the other hand, would mean a substantial improvement.

      --

      DNA just wants to be free...
    6. Re:Is it still relevant? by nschubach · · Score: 1

      Sort of Off-Topic, but I'd love to see that ray-tracer you linked but the download link seems to be broken.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  17. Smoking Server by Penguin+Follower · · Score: 1

    Right now I have a image of people rushing over to a smoking server as it seems the site has gone down. I didn't get to finish reading the article either. :(

    1. Re:Smoking Server by Spy+der+Mann · · Score: 1

      Right now I have a image of people rushing over to a smoking server as it seems the site has gone down.

      Alright, where's the jester that put his raytracing software in the server!?

  18. Wow, downloadeable -- glad I left that business by Anonymous Coward · · Score: 0

    "I exited that market and Deep eventually moved out of that field entirely, but looking back, I can't believe we made the money that we made at the time. Now that ray tracing is getting closer to real time, it gives me a few minutes pause to realize how much technology has changed in ways that the AVERAGE consumer has no understanding of -- and doesn't need to. In the end, I'm glad that so many entrepreneurs take risks so that consumers needs (and yes, entertainment for some is a need) and wants are fulfilled, without those consumers even knowing the process necessary to get there."

    Almost makes you want to run out and invest in Movies and Music, doesn't it?

  19. Nice idea, but.. by John+Betonschaar · · Score: 1

    they speculate that within two years the hardware will exist on the desktop to make 'game quality' raytracing graphics a reality."

    I don't think so. Within 2 years GPU power will have increased a lot as well, and polygonal rendering already approaches raytracing quality right now, with anisotropic filtering/antialiasing, very high polygon counts, very high-res textures with programmable shading techniques, etc. Stuff like photorealistic shadows, glass effects, refraction etc, its all very nice, but for fast-moving scenes good approximations work equally well as photorealistic raytracing. Another issue is with games that actually *want* to render visuals that are not photorealistic. I can imagine simulating surrealistic visuals using a raytracer is even harder than simulating photorealistic visuals using polygonal rendering. Not to mention effects like smoke/fire/light emitting particles etc, that are very difficult to raytrace efficiently because they appear like they do in real life because of diffuse light, dispersion, etc.

    Other problems I see with raytraced games are the exponential increase of processing with higher resolutions or higher light source counts, the fact that poor raytracing actually looks worse on higher resolutions, the increased production and programming costs and the fact that graphics companies will not like seeing the investments made in their current GPU architectures melt away.

    1. Re:Nice idea, but.. by popo · · Score: 1

      Amen. While it's nice to think we could "actually" do it, the more important question is: Why do it?

      If the answer is "Because it will look better", I'm with you. No it won't look better in 2 years. Polygonal rendering will look insanely good in two years. Realtime Raytracing will be an interesting graphical curiosity in 2 years... in the same vein as Novalogic's voxel graphic games were in the 90's.

      --
      ------ The best brain training is now totally free : )
    2. Re:Nice idea, but.. by DamnStupidElf · · Score: 1

      Other problems I see with raytraced games are the exponential increase of processing with higher resolutions or higher light source counts, the fact that poor raytracing actually looks worse on higher resolutions, the increased production and programming costs and the fact that graphics companies will not like seeing the investments made in their current GPU architectures melt away.

      Ray tracing is actually more efficient. With the scene in a proper data structure, ray tracing can be O(log n) for a scene with n objects. Raster graphics is almost always O(n), even with advanced game engines that only draw portions of the game world. Every possibly visible object is rendered into a depth buffer to compose the entire scene, but with ray tracing only the x*y rays need to be traced through a tree of objects and checked for intersections. The tradeoff in ray tracing speed is how many reflections, refractions, and light sources to accumulate. Some complex scenes may require hundreds or thousands of rays for a single pixel on the screen, but that's an absolute maximum given the resolution. It matters much less if the scene has thousands, millions, or billions of objects in it. Look at the stuff OpenRT has done with small (8 to 16 core) clusters of generic CPUs. Some of the demos are faster than GPUs for large scenes, while others do things rasterization just can't do, like the accurate real time simulation of a reflective headlight.

    3. Re:Nice idea, but.. by John+Betonschaar · · Score: 1

      Ray tracing is actually more efficient. With the scene in a proper data structure, ray tracing can be O(log n) for a scene with n objects. Raster graphics is almost always O(n)

      With n being what? The number of polygons? The number of pixels? The number of lightsources? Refractions? I've seen people make these complexity statements before, but I'm not sure if you can apply them to typical 3D scenes in general. I would be surprised if, when raytracing, processing time per pixel is linear in the number of refractions so that would already make the 'ray tracing can be O(log n)' a red herring.

  20. Better graphics != worse gameplay by Nazmun · · Score: 2, Insightful

    I don't see why most slashdotter's think that if a company does decent graphics they cannot have good gameplay. Sure there is a lot of crap games that come out but this was true in the past too. Graphics have been going up but I can't say that gameplay has necessarily been going down completely. There were plenty of genesis/nintendo games I simply didn't find to be fun. In any case improved graphics in the last ten years has allowed for more diverse, immersing, and heart wrenching games.

    PS2+ games are the same but with a slight increase in learning curve (most older games you can just pickup immediately and it was a matter of skill and timing mastery to complete, newer systems usually employ more complicated but still fun gameplay). It has great games and crappy games, just all the graphics are 3d and generally better looking. Some dev's just don't understand how to make an enjoyable game.

    Also better graphics allows for different games and more complex games. Imagine if you were limited to the graphics of let's say early tetris/pac-man (i wonder why we only remember a handful of games from the era =P hint hint*) or even more primitive like the first version of pong. It's safe to say if we were limited to the most basic levels of gaming for the last 30 years the market wouldn't be as large, appealing, or diverse as it is now.

    Racing simulator's, cinematic rpgs, cinematic fps's (or any fps for that matter), simply wouldn't be possible. With pong lvl graphics yo'd be limited to one dot as a target and maybe different colored squares to target. Simply not anywhere near as immersive. Imagine when Resident Evil started the survival horror genre. I remember playing it at night on my PC (RE: 2) and just being completely freaking spooked during certain parts. I don't think ultra basic midi music and little blurbs of pixels could ever accomplish that.

    --
    Hmmm... Pie...
    1. Re:Better graphics != worse gameplay by pokerdad · · Score: 1

      I don't see why most slashdotter's think that if a company does decent graphics they cannot have good gameplay.

      The argument is that game designers and artists come from the same budget, so if a company invests heavily in one, the other suffers.

    2. Re:Better graphics != worse gameplay by Hatta · · Score: 1

      Experience mostly. The flashiest games tend to have the most mundane game play. The designers are relying on you being distracted by shiny things and not noticing that the game is pretty bad. It's easier to get fancy graphics than good gameplay too. You just have to pump a lot of money into artists. Good gameplay isn't something you can manufacture like that.

      And good graphics don't have anything to do with the complexity of the game. Look at Nethack. It's all done in an 80x24 console, but it's a more involved and complex game than... well any other game in the world really. (Except maybe SlashEM) It took me over 4 years to beat it, and that's with spoilers. And let me tell you, you can get into situations in nethack that are far more terrifying than any scripted horror game.

      And by the way, Alone in the Dark started the survival horror genre. Go back and play them, they're very good.

      --
      Give me Classic Slashdot or give me death!
    3. Re:Better graphics != worse gameplay by bhsx · · Score: 1

      I had a 3D0 (or was it 3DO) version of Alone in the Dark in 1993 or so. I was workin at a goth club in Chicago at the time and we'd regularly have parties where all the goths would play and watch Alone in the Dark... If we weren't watching Twin Peaks :)
      Seriously frightening game, and one of the best I've ever played.
      My only complaint would be that it was too short.

      --
      put the what in the where?
  21. Fascinating... by Schnoogs · · Score: 1

    ...what passes for an "Interesting" comment here.

    For those of you who pointed out that this won't improve gameplay are merely pointing out the obvious. This will allow for some rendering techniques to be done a lot easier than they are now (shadows, reflection, etc). I guess one can argue that this frees up the developer to work on gameplay AND a more immersive world in some genres equals enhanced gameplay (first person shooters come to mind).

    It also represents a significant shift in the direction of hardware seeing as todays video cards are designed for the rasterization of triangles.

    When the game industry shifted from 2D to 3D in many ways it was a step backwards in quality and gameplay. But it did allow for certain gametypes and effects that were previously impossible. The quality of 2D sprites was leaps and bounds ahead of the simple textures being used in the early 90s. Just like then these first raytraced games will make comprises but as hardware is developed and the technique is refined we'll soon seen parity between raytraced games and rasterized games and ultimately we'll see raytraced games pull ahead. It's a cycle we've been through before and take for granted with modern 3D accelerators and they performance they provide.

    1. Re:Fascinating... by ZombieRoboNinja · · Score: 1

      There's a difference: the move from 2d to 3d-rasterized DID open up a lot of new gameplay opportunities, because for the first time you could create true-3d worlds with free cameras, et cetera. For example, even if a game like Virtua Fighter or Tekken looked a little graphically primitive compared to the 2d fighters out at the time, it allowed 3d movement and new camera angles that changed the way those games could be played.

      As far as I can see, raytracing is purely an eye-candy upgrade. There will never be a time when a slightly gritty raytraced game is preferable to a polished rasterized game, because the raytraced game doesn't have anything else to offer.

    2. Re:Fascinating... by Schnoogs · · Score: 1

      Like I said before...better graphics enhances gameplay in certain genres. First person shooters have always placed a HUGE emphasis on graphics.

      If that's not for you then this potential paradigm change in engines won't be of much value. For others, who do place a premium on visual quality, this could result in much better shadows, reflection, etc.

      My original point still stands though. Pointing out that this won't, for the most part, change gameplay is stating the rediculously obvious. It's not worthy of a "+2 Interesting"

  22. Here's the reason its not here now... by tgd · · Score: 2, Interesting

    I remember fifteen years ago doing VR research work and people joking about real-time raytracing for games and VR. Computers are massively faster now than they were then. Why aren't we doing it at this point?

    Resolutions have gone up enormously. Polygon count has gone up enormously. If we talk the sort of quality scenes we were rendering in 1993, it was only a few more years before it was possible to do them real-time... but at that point models were 10x more complicated and you weren't rendering for 320x240, you were looking at 640x480. Now we're doing millions of polygons at HD resolutions.

    As long as people want more polygons, more texture detail, and higher resolutions, realtime raytracing will never be a production reality. Better hardware, faster CPUs, etc are all consumed quickly to handle richer environments and then suddenly there isn't overhead for raytracing anymore.

    1. Re:Here's the reason its not here now... by klngarthur · · Score: 1

      They key phrase there is 'as long as people want more polygons...'. There is an upper limit on how detailed things can get and still have it make a difference. There's no point making something so detailed that the polygons you are rendering become smaller than individual pixels on your screen. Furthermore there's a point at which the human eye will not be able to tell the difference in screen resolutions. Eventually the race for 'more polygons, more texture detail' will end, and then youll have to improve how the things get rendered instead of what is being rendered so that they look more realistic.

    2. Re:Here's the reason its not here now... by 4D6963 · · Score: 1

      As long as people want more polygons, more texture detail, and higher resolutions, realtime raytracing will never be a production reality.

      While I think you've got a point, I think it's wrong to assume that it'll indefinitely push back the coming of real-time raytracing in games. The more polygons, detailed textures, and higher resolutions we get, the less we want more of them, which will eventually soon enough lead to a greater demand for raytracing or whatever we'll find shiny then.

      --
      You just got troll'd!
  23. Ya I haven't really seen many benefits by Sycraft-fu · · Score: 2, Interesting

    I don't care at all how the video card decides something needs to be rendered, so long as the results look good. I'm not concerned with the "correctness" of the calculations, only the results. I'd be all for a raytracing card if they found a way to make that work faster with less silicon than the existing rasterization systems. However, it seems we've really done a pretty good job of figuring out what can be quickly accelerated in silicon.

    I'd much rather have good, fast, fake stuff than something that is done "right". As an example I actually generally like the graphics in UT2004 better than Doom 3. Despite Doom having a more "correct" lighting engine (all light comes from a source in game, there's no magic global lights) I find that the illusion breaks down too easy. Shadows are too hard, textures get too unrealistic when you get next to them (even in ultra mode) and so on. Now a lot of what UT2004 does to fight that is "faking" it. For example the whole detail texture thing. You get close enough to something, it fades in another texture layer over top that adds grit, imperfections, etc to what you are looking at. While that's "faked" it looks damn good and helps keep the illusion.

    So I'm with you on the "give me gameplay". If they can make hardware that does raytracing as fast or faster than what we have and if it looks as good or better, great, I'm all for that. However I'm not at all interested in something that ends up being worse visually, either because it is slower or less detailed or whatever, just in the name of doing it more "correct".

    1. Re:Ya I haven't really seen many benefits by p0tat03 · · Score: 4, Informative

      The problem with faking everything is that it quickly breaks down as your needs get more complex. For example, I've been working with a colleague recently on doing some nice, fast, impressive fake effects - most notably a system that can simulate a light shining through stained glass (not just a straight texture projection). We came up with a novel and fast way to fake it, but it completely breaks down if, say, two stained glass windows are in-line and you try to shine a light through... It simply doesn't work.

      The advantage of doing things "for real" are that compatibility between your different effects is almost guaranteed, and your coders don't have to spend immense amounts of time curing those problems.

    2. Re:Ya I haven't really seen many benefits by p0tat03 · · Score: 3, Informative

      Just wanted to add a bit more explanation of this. Lightmapping has traditionally been the most effective way to get radiosity in a scene while still remaining real-time. When effects like normal and parallax mapping came along, lightmaps were suddenly incompatible. It took Valve to sort this out (though their solution is far from ideal), and only now, with UE3 and Gears of War, does it actually look halfway decent (Half-Life 2's solution washed things out, it's as if the normal mapping simply isn't there).

      To solve the problem of two fake effects being incompatible, Valve invented a new fake effect to bridge it. You can imagine what happens when you start trying to mix a large number of effects. This is why the holy grail is still real-time raytracing - it's also a bit like why we want to have the Theory of Everything, as opposed to a bunch of little physics theories that each apply to a special case.

  24. Real-time RT + distributed computing = ? by Anonymous Coward · · Score: 0

    Would this make any sense?

  25. I think what he meant is by Sycraft-fu · · Score: 3, Interesting

    "Where are we on the scale."

    People sometimes get a little too giddy talking about Big O notation. Yes, something that scales logarithmicly rather than linearly will eventually be faster, but it kinda depends on where you are now if that will happen any time soon and thus is worth worrying about. To use arbitrary units, suppose at an 'n' of 1000 is the intersection point between the line for rasterization and the curve for ray tracing. So when we pass 1000, it starts to be a case that ray tracing is more worthwhile. Now suppose that current generation of graphics is 100, and it grows at a rate of 2 per year. Ya... Ok, not going to be worrying about that any time soon.

    I think that was his point is that just saying "But it's O(log n)!" doesn't mean it is necessarily better at this point.

    Also there is the silicon problem to be considered. We don't do our graphics on general purpose processors, we do them on highly specialized DSPs that actually have only recently gained turning completeness (and aren't very good at it, they are really slow at branching among other things). The graphics we see today are possible only because we can make a special purpose processor that can accelerate them very efficiently. Can the same be done for raytracing? I don't know. I mean I'm sure it is possible to an extent, especially since it is a very parallel problem, but that doesn't mean that we will be able to as efficiently accelerate it.

    So while it is appreciated that at some point, on equal general purpose hardware, ray tracing is more efficient that isn't the question. The question is What is that point (and how soon will we reach it) and does that carry over to the special purpose graphics hardware?

    1. Re:I think what he meant is by Carnildo · · Score: 1

      The graphics we see today are possible only because we can make a special purpose processor that can accelerate them very efficiently. Can the same be done for raytracing? I don't know. I mean I'm sure it is possible to an extent, especially since it is a very parallel problem, but that doesn't mean that we will be able to as efficiently accelerate it.


      Raytracing does quite well on specialized hardware. A CPU that is almost exclusively SIMD units (such as the Cell) is almost perfect for the job. Some improvements can be made (the Cell's SPUs don't have enough memory or bandwidth for texturing calculations, for example).
      --
      "They redundantly repeated themselves over and over again incessantly without end ad infinitum" -- ibid.
    2. Re:I think what he meant is by joshv · · Score: 1

      Everything you've said is utterly meaningless without defining what exactly n is.

    3. Re:I think what he meant is by j00r0m4nc3r · · Score: 1

      Now suppose that current generation of graphics is 100, and it grows at a rate of 2 per year. Ya... Ok, not going to be worrying about that any time soon.

      That's a very narrow view of the situation. You need to worry about this all the time. What if I can use a linear algorithm and draw 20 AwesomeThing's instead of 10 AwesomeThings? It may not be a HUGE difference, but it's more, and more is better, especially to marketing people and execs.

    4. Re:I think what he meant is by DragonWriter · · Score: 1

      The graphics we see today are possible only because we can make a special purpose processor that can accelerate them very efficiently. Can the same be done for raytracing?


      I think a big point is we're getting really close to the point where it doesn't need to be; realtime raytracing on multicore CPUs without special hardware acceleration is not far off (IIRC, the latest beta of the Free raytracer POV-Ray actually has a pre-programmed path realtime raytracing mode, but its limited to fairly low resolution and not everything you'd need for gaming.)
    5. Re:I think what he meant is by Sycraft-fu · · Score: 1

      Not even close from what I've seen. To convince me I don't need a graphics card, you have to show me something as good as it does. Currently that's stuff like Bioshock or 3DMark2006 and so on at 1920x1200 at a reasonable (30-60fps) framerate in real time. If you can't match that or at least get around it, well then I'm not really interested.

      You are right that POVRay has a realtime beta. When tested it rendered a small scene (about 230x170) with simple geometry at about 17 frames per second on Intel's top of the line Quad Core Extreme processor.

      That's got a long, long, long way to go. Even assuming that the complexity of the scene going up wouldn't hurt it (it would) and assuming that processors double in power each year (they don't usually, more like 18 months) and that graphics cards stay stagnant (they won't) you are still talking somewhere around a decade before processors would be ready to do that ray tracing realtime at high resolutions and frame rates, and then only the extreme high end.

      In reality it isn't even that close since a more complex scene would require more power, and graphics cards are a moving target. They have been more than doubling in power per year the last few years. Until graphics cards start to ramp off in terms of power increases, or processors start having a massively superior growth curve, I don't see a general purpose processor being better for graphics.

      Also something raytracing proponents forget is that while raytracing may be log time in terms of scene complexity, they aren't in terms of pixel count. You double the number of pixels, you double the number of rays you need to trace and as such double the time. Same is true of frame rate. That's not a non-trivial matter. We have high resolution displays and want them higher. 1920x1200 gets you a 24" widescreen with a PPI around 95. Ok that's fine, works well, but you can still see the pixels. It would be really nice to ratchet that up to the 300-600 range. That way even if you got close to the display, there'd be no loss in detail. Alternatively I suppose good anti-aliasing could help at leat keep the image smooth.

      Either way, you are talking a major effort for a ray tracer. AA isn't really any easier for it than higher rez as either way, you have to trace more rays. Supposing you wanted a 300 PPI 24" display, or a current one with 6xFSAA, you are talking about 20 million pixels (or subpixels) you have to deal with.

      Well while resolution and AA isn't free with rasterization hardware, they do seem to be able to do it in better than O(n). Turning on 2xFSAA doesn't cut your framerate in half and such.

      So while I certainly don't rule out seeing specialized hardware for raytracing, I don't think we'll be seeing CPUs that do it and replace GPUs any time soon. Some day probably, be we are talking at least a decade, likely more.

    6. Re:I think what he meant is by ceoyoyo · · Score: 1

      He said that once you achieve parity between the two, the lower complexity algorithm will take off. This is true. It should mean that once we can do realtime raytracing at some reasonable resolution it will quickly take over because you'll be able to make much more complex scenes using it. If the article is right, we're getting close to that switchover point.

      Raytracing is a parallel programmer's dream -- most of it is embarrassingly parallel. You can actually convince current GPUs to do it, but as you said, they're not very good at it because it's not right on the silicon. People have been using FPGAs and such to build hardware raytracers though.

  26. Sigh by derEikopf · · Score: 4, Insightful

    "Hey look, the photons accurately react with the environment according to current laws of physics! Finally they figured out how to make games fun!"

    :-\

    The obsession with graphics is ruining the gaming industry. Compare the PS3's sales to the Wii's for evidence.

    1. Re:Sigh by Anonymous Coward · · Score: 0

      Compare the PS3's sales to the Wii's for evidence.

      I think you have some confounding between your 'game play' variable and the unmentioned 'price' variable.

    2. Re:Sigh by EvolutionsPeak · · Score: 1

      Your evidence doesn't make sense. The Wii has worse graphics than the PS3 yes is outstripping the PS3 in sales by a mile. This would imply (if it weren't for the price difference) that gameplay is more important to consumers than graphics.

    3. Re:Sigh by Anonymous Coward · · Score: 0

      WHOOSH

    4. Re:Sigh by westneat · · Score: 1

      I think it's fairer to compare the Xbox 360 to the Wii, and according to the article you posted, the Xbox 360 beats both the Wii and the PS3. It's a bit ingenious to say that the biggest difference between the Wii and the PS3 is gameplay/graphics, when to me it is clearly the fact that I could buy almost 3 Wiis to 1 PS3. I mean no doubt, the Wii is a good system in general, but the Wii is a great system for $250, while the PS3 has nothing going for it. The Xbox wins in terms of graphics/price, and the Wii wins in terms of gameplay/price. And what happens (according to your article) when you compare graphics/price to gameplay/price? Graphics wins, whee!

    5. Re:Sigh by westneat · · Score: 1

      that should be disingenuous, oy.

    6. Re:Sigh by Anonymous Coward · · Score: 0
      with your example containing words like "react" and "physics", it seems that you're even saying that real-time raytracing will enhance the gameplay

      also, from another article on msnbc:

      Microsoft's shooting game "Gears of War" for the Xbox 360 was the best-selling console game during the month, selling 815,700 copies. Activision Inc.'s rock-star simulation game "Guitar Hero II" for the PS2 followed, and Electronic Arts Inc.'s "Madden NFL 07" football game for the PS2 came in third place. For the year, "Madden NFL 07" for the PS2 was first with 2.8 million sold, followed by Nintendo's "New Super Mario Brothers" for the DS and "Gears of War" for the 360. ...

      Games for the Wii captured 4 percent of the U.S. software market, the analyst noted, with "Legend of Zelda: Twilight Princess" selling more than 519,000 units during December.


      so people are buying the console (wii), but not many games for it. note that the DS is probably the best for selling games, I'm just trying to point out that comparing console sales isn't all that matters
  27. rendering hardware by greywire · · Score: 1

    People are already starting to use graphics hardware to solve more general computations, even with all their highly specific rasterization functionality.

    so.. ray tracing is in many ways easier than current techniques, meaning the hardware to do it is more generalized, which has two benefits: it can be highly parallelized (ie, easily makes use of many cores, which is now the trend in CPUs as well) and it would likely result in GPU's that are even more usefull for general computation. This would expand the possible market for GPU's, an incentive for the graphics guys.

    Imagine the new generation of GPU's that are just multiple core jobs (not sure, are they doing this already?). I think the day of the separate GPU is getting close to ending, just like the external FPU. I wont be long before they are integrated into CPU's and will be used for both graphics rendering or other things.

    --
    -- Senior Software Engineer, Attorney appearance services, locallawyerapp.com.
    1. Re:rendering hardware by ceoyoyo · · Score: 1

      The opposite I think. Raytracing is not very general at all. That's why it's easier -- general is hard.

      Modern video cards have some general purpose CPU capabilities because they have to deal with all the special cases and fakery. A proper raytracing engine won't have to deal with fakery so it wouldn't really need to be programmable at all.

  28. I'm excited for the better quality Machinima by jordan314 · · Score: 0

    that this will stimulate. Should be pretty cool. On a side note, what do Halo and the source engine use now if not raytracing? It seems like if they're not raytracing already it's a pretty close approximation.

  29. Visuals are a lost cause. by wild_berry · · Score: 2, Insightful

    I have never understood the race to photorealism in games. Perhaps it's for those back-of-box screenshots ("from a version you'll never own"). Better graphics are nice, but they swap the the player's imagination for visual detail. Games companies do this, diverting programming resources from what a game plays like to what a game looks like, without realising that there's a "+5, imagination" gameplay boost that comes from believing that the collection of bad sprites on screen is humanity's last chance for survival against some alien creatures. I think that the greatest advance in the last decade for immersion is the use of surround speakers, not better graphics.

  30. Video by u0berdev · · Score: 1

    Intel Real-Time Ray Tracing: http://www.youtube.com/watch?v=blfxI1cVOzU

  31. THATS AWSOME! by DarthVain · · Score: 1

    JUST IN TIME FOR MADDEN 2009! YES!

    (for the impaired, insert sarcasm above and read between the lines)

  32. Where raytracing is useful by Pinky's+Brain · · Score: 1

    Raytracing is useful where faster algorithms simply don't exist to "fake" what you can do with raytracing at the quality you want ... unfortunately for realtime there is not a lot which you can't "fake" better without raytracing (this isn't just about hardware, there is a good reason so many of the offline rendering packages still have scan conversion to accelerate rendering).

    PS. of course it's all fake ... raytracing is a little more physically accurate than most scan conversion based shadow, refraction and reflection algorithms (although it's completely the same for first hits, including the theoretical complexity). For lighting in general it needs hacks and fakery just as badly though. Forwards raytracing from the light sources to the camera is more accurate than normal raytracing, and wave tracing (quantum mechanics) is even more accurate than that. In the end all practical rendering is about fakery and hacks, as true for raytracing as it is for anything else.

  33. The end of triangles? by SkyFalling · · Score: 1

    One thing I haven't seen in this discussion or TFA -- and maybe I'm missing something because I haven't thought seriously about raytracing or rasterization since my undergrad graphics class -- is the possibility of getting away from polygons. With rasterization, there are specific technical reasons why everything's done in triangles. As I understand it, many or most of these reasons don't necessarily apply to raytracing. A raytracing engine can happily model a perfect sphere and render it as precisely as the pixel grid allows.

    That's just the beginning -- constructive geometry allows the definition of complex shapes from primitives like spheres, cylinders, etc. Set operations such as union, intersection, and difference allow "sculpting." Those who have fooled around with Second Life's "prims" will be familiar with a simple version of this, but of course SL's prims are still rendered the old fashioned way and are pretty limited in how they can be combined (IIRC, you can really only glue stuff together, not make holes and stuff.

    If we suddenly don't have to define our world geometry in terms of triangles anymore, I'd expect there to be far-reaching impacts in the way we think about defining 3D worlds. There may be some very interesting complex shapes that would be far too expensive to model with triangles, but which have compact mathematical representations and are easy to intersect with a ray. We'll just have to see, I guess.

    1. Re:The end of triangles? by tomstdenis · · Score: 1

      Depends. Raytracing works by firing a "ray" (plotting a line) and seeing where it intersects objects. In reality, this is accomplished by sorting objects and then testing likely candidates for a bounding region, then followed by a point of intersection. It'll likely always be easier to test flat planes like triangles than arbitrary objects (e.g. spheres, splines, etc).

      That said, raytraced games on 1080p would rock :-)

      --
      Someday, I'll have a real sig.
    2. Re:The end of triangles? by im_thatoneguy · · Score: 1

      You're mistaking a reyes rendering process (like PRMan) with raytracing.

      A Reyes based renderer breaks the entire scene into sub pixel sized micro-polygons. So perfectly curved or perfectly straight or displaced... doesn't matter. It's the same number of micro-polygons.

      Raytracing simply shoots a ray out and intersects something. It then from that point calculates luminance and or reflection.

    3. Re:The end of triangles? by Pinky's+Brain · · Score: 1

      I'm guessing you are replying to me ... the problem with intersecting something is that it's easier said than done. The calculation is iterative for interesting curved surfaces, for instance with newton's method (lets ignore quadrics and other toy surface descriptions never used in the real world). The difference between an iterative solution and tessellation is very small, either can be done to an arbitrary precision ... but there is one important difference, you can more easily cache the tessellation and reuse it for other rays.

      Most of the time raytracers will do something even more low tech though ... they just tessellate curved surfaces down to a user requested precision before they even start rendering the scene.

  34. Get the C-64 version and emulate it. by xC0000005 · · Score: 1

    I have the PC, C-64 and Amiga versions of Pirates!, and still enjoy them greatly. Haven't played the new one. It might be really good, I can't say. Not that I don't enjoy new games (Halo, Splinter Cell) but if I wanted pretty I'd load up a slide show. For a game it's about fun, lasting fun preferrably.

    --
    www.voiceofthehive.com - Beekeeping and Honeybees for those who don't.
  35. Intel IDF keynote yesterday by nil0lab · · Score: 1

    This was featured in the Keynote at Intel Developer Forum in San Francisco yesterday morning

    --
    google is/is not your friend

  36. You could do that without raytracing by Pinky's+Brain · · Score: 1

    For meshes which don't have vertex density higher than pixel density hierarchical occlusion culling will give you the same complexity as raytracing (you already have to use hierarchical acceleration structures for raytracing too to get to O(log n) so this is a fair comparison).

    For the Boeing model this would still leave you with O(n) (where n is the visible geometry). That is not to say you could not get it lower though, it's just that in practice we aren't too interested in highly aliased rendering of overly dense meshes. You could add hierarchical irrelevancy culling which simply ignored all geometry in bounding volumes which fall in between samples. That way you would end up with the exact same complexity as raytracing.

  37. Old argument by Anonymous Coward · · Score: 0

    For movies the fastest renderer for complex scenes is Pixar's Renderman. It uses and has always used polygon rasterization. It does not raytrace, it is highly respected in the industry and could be called the 'gold standard' for production rendering. This should be a clue as to how successful ray tracing will be in the future.

    The main issues with raytracing are the memory access patterns for anything that raytracing is good at and the retained mode of the scene (you need a copy of it). It's main advantage is it makes certain features easier to code, it does not necessarily make them better or faster.

  38. raytracing isn't as interesting as... by SethJohnson · · Score: 1



    Who needs more realistic graphics? I wish these guys would work harder on getting the non-photorealistic sketch mods working better with quake 3 and 4. Doom 3 would be nice as well.

    Seth

  39. Photon mapping by Andreaskem · · Score: 1

    Aren't caustics only possible with photon mapping?

    The Wikipedia article about raytracing mentions that it is not necessarily photo realistic and that photon mapping gives better results but takes longer to compute...

    I always wonder why so many people demand raytracing and not photon mapping.

    1. Re:Photon mapping by DragonWriter · · Score: 1

      I always wonder why so many people demand raytracing and not photon mapping.


      Probably because most people aren't aware of photon mapping, and some of those that are only familiar with it as a feature of "ray tracing" rendering packages, and consider it part of ray tracing.
  40. It will still be slower than the current methods.. by Jackie_Chan_Fan · · Score: 1

    Great real time Ray tracing.... Wonderful. The problem is it will still be slower than the current hardware methods. It just takes more power, and you also need to store the entire scene ram.

    The ram and processor requirements will make the cards very expensive.

  41. Death of the GPU, and maybe OpenGL and D3D as well by markjhood2003 · · Score: 1

    I would wager that Nvidia and ATI are somewhat concerned about ray tracing finally becoming a viable interactive 3D graphics technology. Ray tracing is inherently much simpler than rasterization and can be accelerated simply by adding more CPU cores, memory, and faster clocks.

    Intel is all over this because this allows them to compete with the major GPU vendors without developing expensive and highly complex GPU hardware and drivers. They just need to throw more cores into the system, and they're getting good at that.

    APIs such as OpenGL and D3D are also hugely encumbered by the current rasterization model for 3D graphics. A ray tracing API doesn't need geometry broken down into triangles and vertices; it can work right off of high-level mathematical descriptions of surfaces such as spheres and NURBS. The only pieces relevant to ray tracing in an API such as OpenGL are the viewing model and the frame buffer management mechanisms.

    The only role for a GPU in such a system is to accelerate the compositing of image sources for window managers and things like font glyphs. I suspect we'll see most of the 3D functions stripped out of future GPUs once they can be replaced by generic CPU cores running ray tracing algorithms.

  42. To all those who'd say it's all about gameplay... by dafragsta · · Score: 1

    Just remember that we are currently experiencing a market that supports three separate consoles and I'd bet at least 5% of that market own all 3 systems. Of the current gen systems, I own a Wii and an XBOX 360. The out of box experience with the revolutionary controls of the Wii still pales compared to the suspension of disbelief I feel when I play Bioshock or Skate. We are just about to come out on the other side of the uncanny valley with this generation of games. The next one will surely be beyond the rendering quality used for the Final Fantasy Spirit Within movie. Mass Effect already looks damn close to an FMV game in realism. Good graphics push very hard wired emotional buttons in my brain that make me really want to facilitate their existence as best I can, to enter into a world that is believable AND fun to explore. Saying gameplay is far more important than graphics is just being rhetorical. Of course it's important for games to have great gameplay, but I say it's almost equally important that we edge closer to immersion into other worlds.

  43. Whitted-style only? by Anonymous Coward · · Score: 0

    I don't see much benefit between current rasterized graphics and Whitted-style raytracing (direct lighting and shadows with single bounce reflection and refraction). This is currently what the real-time raytracing community seems to be promoting. Truthfully, the images are not convincingly better than a well designed rasterizer. Well designed GPU shaders should be able to mimic the same features such that there is little perceptual difference between the two - especially at 40-60 FPS.

    There are other problems to consider. For instance, as screen resolution grows, the running time of a ray tracer will increase. There is a general belief in the ray tracing community that the number of cores will increase faster than the size of the screen. This is still a bit of a gamble, in my opinion. Formats for consoles are relatively tame, but PC gaming resolutions are continuing to increase - or Intel could decide that manufacturing 16 core machines is not feasible or wanted by the average consumer. Another point is that a typical anti-aliased raytracer will super sample. This obviously slows running time.

    Tracing ray packets has shown to greatly speedup rendering time. However, the caveat with ray packets is such that all ray data is compact and can pack neatly within SSE registers. Increasing packet bloat with added techniques like ray differentials is going to impact performance with possible severe consequences.

    I am a little doubtful on the adoption of Whitted-style raytracing for games. I think when Cook-style raytracing (fuzzy reflections, depth of field, motion blur, area lights) with one-bounce indirect lighting can be incorporated into real-time raytracing there will be a clear demand for a switch. Even then, GPU hacks are sometimes preferred. For instance, raytracing-driven animation studios use GPU depth-of-field rather than raytraced depth-of-field for intuitive (and interactive) control.

    I'm interested in knowing where GPUs are going. We are already at rendering complexity of one polygon per pixel. I think we will see some improvements which mimic the REYES pipeline before the number of CPU cores makes interactive raytracing feasible. I believe polygon dicing, decoupling shading from pixel samples, and displacement mapping are next on the agenda for serious GPU development. If these features are released before interactive raytracing, I think it will be hard for raytracing to keep up.

  44. Irrelevant for the moment by Pinky's+Brain · · Score: 1

    The only way that starts to matter is if the density of the vertices when projected to the screen starts to significantly exceed the sample density on average (if there are not objects to ignore there is no potential speed up). In practice we just aren't there yet, at least not for games which drive 3D technology, so this theoretical advantage isn't relevant for the moment.

    It might get relevant in the future ... but in the end you can use the same tricks as raytracing uses to ignore irrelevant geometry. Rasterization switched away from rendering everything to rendering everything visible from the camera, ie. using occlusion culling, if it needs to it can switch away from rendering everything visible from the camera to only rendering everything relevant (ie. actually sampled).

    It depends on the percentage of time taken up by first hits and simple shadowing, as long as those two still take up a large percentage of the time rasterization will stick around ... since it can do them better. When Global Illumination becomes standard raytracing will become standard, simply because what rasterization is good at won't take up enough time to justify special handling.

  45. No by Pinky's+Brain · · Score: 1

    Or at least they won't be replaced by simple geometric solids, even with constructive geometry they just aren't expressive enough 99% of the time. Nice for CAD/CAM, useless for modeling the real world. The kind of curved surfaces suited for describing natural surfaces can't be analytically intersected (so in the end you usually subdivide them before intersecting them, you guess what you subdivide them into).

  46. Lightsprint, realtime global illumination by dee.cz · · Score: 1
    Other techniques produce more realistic lighting, see realtime global illumination by Lightsprint. Lightsprint uses raytracing only for indirect lighting where it really helps, direct lighting uses rasterization/GPU. It's much more efficient this way.

    Intel is not crazy, they would do the same, but they are not interested in helping AMD/Nvidia GPU sales. So they continue propagating wrong technique.

  47. Would we really get away from triangles? by mangobrain · · Score: 1

    The work being done here is, essentially, taking existing 3D game content and rendering it using a raytracer. One of the benefits of raytracing is that it can render real curved surfaces, including NURBS and volumetric surfaces: without taking advantage of this aspect of the technology, would we really see much visual benefit? Hard-edged shadows are already possible with rasterizers, and a lot of the potential for visual quality in refractive surfaces (glass) would be lost without real curves: it wouldn't necessarily look much better than the existing approximations. It might just be that what we're looking at here is effectively "programmer art", but hard-edged shadows, flat textured surfaces and overly-shiny metallic objects can look worse than current rasterized graphics. Who, when creating a modern computer game, thinks "I wish I could render a perfect sphere here" or "A reflective torus would look brilliant in the centre of this room"? Mathematically and algorithmically pleasing or not, plastic-y graphics won't cut it in the real world.

    We won't be getting away from polygons any time soon because realism comes less from simulating perfect surfaces, and more from *imperfect* surfaces. Note how much work is being done to increase the level of imperfections in our graphics: higher detail textures, bump mapping, increased polygon counts specifically aimed at removing the need for large flat areas.

    3D modellers don't create mathematically perfect shapes. Since we won't be going away from polygons any time soon, and the visual benefits of raytracing have largely been simulated well enough already, it all comes down to whether or not the *performance* of raytracing will eventually outstrip rasterizers, since the *quality* issue is almost a moot point. Now, show me realtime path-tracing or global illumination and I'll be more convinced.

    Not that I don't like raytracers. I've written one, and spent my final year at uni optimising it (just for a masters, not for a doctorate, so it wasn't exactly ground-breaking work). Just not convinced they're the right tool for the job, seeing as in their purest form, they've already been supplanted.

  48. scalability by j1m+5n0w · · Score: 1

    To me, the most impressive aspect is the well founded claim that ray tracing scales *nearly linearly with number of cores*

    This is true of traditional rastersization algorithms, as well (though the parallelism isn't quite so obvious since its generally handled by specialized hardware rather than normal CPUs). Ray tracers are actually somewhat harder to parallelize because they aren't memory parallel (not a problem for shared memory multi-core machines, but it is a big deal if you want to model enormous scenes and share the computation across multiple computers).

    More important (and not mentioned in the article) is that ray tracing scales logarithmically with the amount of geometry, not linearly.

    1. Re:scalability by andy_t_roo · · Score: 1

      i beg to differ - in may cases ray tracing is an embarisngly parallel problem - one ray for each pixel of the screen, completely independently of the others (ignoring AA type effects w/ multiple ray per screen pixel) you just have to have a good set of shared memory behind it, as the memory access is random across a large area with this scheme

  49. My Mind by shish · · Score: 1

    Why am I so tempted to apply this technology to nethack?

    --
    I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
  50. Just curious... by GReaToaK_2000 · · Score: 1

    What the impact on the movie industry would be...

    If we can get to the point of real-time ray-tracing then the movie industry will have to really push even farther beyond that. What would be next? I mean Pixar, Dreamworks, etc. already do an incredible job with the realism. In fact for a couple years (at least) they have had to scale back to give it a more "cartoon" feel otherwise they could push it to a very good level of realism that sharp eyes could catch but most wouldn't.

    I guess my real question is what's next for the movie industry? What would they have to do to exceed the game industry?

  51. We don't need to get away from triangles. by argent · · Score: 1

    One of the benefits of raytracing is that it can render real curved surfaces, including NURBS and volumetric surfaces: without taking advantage of this aspect of the technology, would we really see much visual benefit?

    Sure. Even without the obvious things you're pooh-poohing like reflection and refraction (and raytracing can produce good results for these on curved surfaces), you get universal shadowing (including self-shadowing, the lack of which really stands out for me in even the best rasterized images), far better shading and bump-mapping, and better illumination... and reduced development costs because so many things that are handcrafted now fall out of the technology.

    Look at the second image. Look at the guy in the background. Look how his body beneath the gun is shadowed. You're never going to get that kind of effect from rasterizing. And that makes things look a lot more "plasticky" to me than sharp edged shadows do.

    1. Re:We don't need to get away from triangles. by grumbel · · Score: 1

      What is so special with self-shadowing? Isn't that kind of an old-hat? Doom3 could already do it.

  52. But is it needed? by nmg196 · · Score: 2, Interesting
    In one of my lectures at university while studying Computer Science, the lecturer said:

    People look at the TV and say things like "there's nothing on", "this is rubbish", "this film is so predictable", "surely not an ad break already". They don't often say, "I wish this TV had more pixels and a higher audio sampling rate".

    Sometimes I think he's right. While I can see the merits of high definition and DTS, I've also seen plenty of films that seem to rely entirely on CGI and pretty graphics but have a weak plot (and plenty of games too for that matter). I hope this isn't going to make the developers spend even more time making textures, models and scenes just because you can see them so clearly.
    1. Re:But is it needed? by Wicko · · Score: 1

      One of the main selling points of Ray Tracing is that you save time writing rendering techniques. It is actually very simple to construct a ray tracer, I have made one myself for my 4th year graphics class. It's actually very easy to add different effects to ray tracing. If anything, more time will be available to spend on these textures, scenes and models. The time they spend on these things won't change, but they will have saved time by using a ray tracing engine.

      But even so, there isn't a 1 to 1 relation with pretty games and terrible stories. If I had to hazard a guess, the relation would be the amount of money they can spend on each side. Since the developers and writers generally have little to do with each other, there wouldn't be much problem even if it did take more time, other than it might cost more money, meaning less money to spend on the writers. But that doesn't necessarily translate to terrible stories, they just need to hire the right writers, or just not hire morons, lol.

  53. Larrabee by Lame+Nickname · · Score: 1

    I think RTRT may be a pretty serious goal for Intel. Put this article together with a recent post/speculation about the raytracing capabilities of their upcoming GPU link [arstechnica.com] you could make a case that they are trying to move the graphics market towards ray tracing. Kinda makes Intel's two year estimate a little more interesting.

    1. Re:Larrabee by Lame+Nickname · · Score: 1

      sorry, the link

  54. Raytracing hardware is what's really needed... by argent · · Score: 2, Interesting

    The kind of hardware needed to run raytracing really fast is well understood, and it doesn't really look like today's GPUs or like intel's CPUs, though even today you can get better results if you take advantage of the GPU as well. If ATI or nVidia doesn't come up with a hardware raytracing GPU someone else will. It's a pity that Intel doesn't seem to be interested in working on that angle.

    Here's an article I've dug out of the Wayback machine and cleaned up, Raytracing vs Rasterization. Phillip Slusallek's home page is here, and you can follow that to SaarCOR and OpenRT. They built a prototype RPU (R for raytracing) that at 66 MHz was comparable in performance to a 2.6 GHz P4. The video is pretty impressive, considering how slow the hardware is.

    1. Re:Raytracing hardware is what's really needed... by Wicko · · Score: 1

      That video is pretty cool, I've seen it before. It would be relatively cheap to construct proper raytracing hardware even right now, with good results. I guess its just hard to leave a standard we've had for ages.

    2. Re:Raytracing hardware is what's really needed... by argent · · Score: 1

      There would need to be some level of OpenGL emulation, I would think.

      Let's think about what "good results" would mean, using the level of investment currently applied to rasterization.

      The SaarCOR design gets 7-8M rays per second with an FPGA with 6M programmable gates. A good GPU may have 600M transistors... with things like multi-gate transistors I don't know exactly how you'd compare them, but let's be conservative and assume it's 1:1... so with 100 times the component budget, and maybe 8-10 times the clock speed, you should be able to implement a heck of a raytracer in hardware if you're nVidia or ATI. Or, for that matter, Intel... who has (one must admit) pretty damn good processor technology. :) I suspect that if you can get data in there fast enough you could blow past a billion rays a second without even trying, since raytracing performance scales up pretty much linearly with the number of processors.

    3. Re:Raytracing hardware is what's really needed... by Wicko · · Score: 1

      Yes you would need to modify OGL and DX to do this kind of thing, but it would be vastly simpler then what is implemented now. I've done all the software work needed to raytrace a single scene, and it looks very good for such a small amount of code. I even added in bloom effects with relative ease. I can only imagine all the presets you might have in an OpenGL raytracing environment. Optimizations for RayTracing would go a long way, for sure.

      A highly parallel device would excel at raytracing rendering, as you could easily feed each ray into its own thread. ATI and nVidia are in a perfect position to do this, Intel, well yes they are doing very well right now, I bought an E6550 and I love it. But I'd rather them stay away from there, give AMD some room to play catch up, I'd hate to lose a competitor.

    4. Re:Raytracing hardware is what's really needed... by ceoyoyo · · Score: 1

      You could strip out great swathes of OpenGL if you had a raytracer. All you need is the bits that define the geometry and surface properties and then you ask the raytracer to show you what it looks like. No shaders, no multipass rendering....

    5. Re:Raytracing hardware is what's really needed... by argent · · Score: 1

      Shaders are used for defining surface properties. I don't think vertex shaders at least would completely go away.

      Do you see an efficient way to do things like hair in a real-time raytraced scene without some kind of program in the GPU? Converting the hair to polygons would be insane.

    6. Re:Raytracing hardware is what's really needed... by ceoyoyo · · Score: 1

      Not quite... shaders are used for faking surface properties that you don't want to do with actual geometry.

      Shaders as they are would be hard to square with raytracing, but because of the way raytracing works it can handle increases in polygons much more easily than other rendering techniques, so once you overcome the initial performance hit converting hair to polygons isn't nearly as unreasonable as it sounds.

      I think there have been some CG productions that have rendered hair as individual strands. Could be they used a raytracing approach.

    7. Re:Raytracing hardware is what's really needed... by argent · · Score: 1

      Not quite... shaders are used for faking surface properties that you don't want to do with actual geometry.

      Yep, and you may still want to do that with raytracing... polygons are cheaper for a raytracer, but they're not free. The biggest bottleneck for raytracing is memory bandwidth, and it's still possible to choke it with polygons. It's not a magic wand.

      I think there have been some CG productions that have rendered hair as individual strands.

      Yes, it's possible, but they don't have to do it in realtime.

    8. Re:Raytracing hardware is what's really needed... by ceoyoyo · · Score: 1

      Sure, you might, certainly at first, but eventually it will go the way of the dodo. Much more quickly than it would with other forms of rendering because there's a difference of order in the expense of geometric complexity. Current graphics hardware evolved from non-programmable to programmable to achieve more realism. Raytracing hardware will probably go the opposite direction -- some programmability at first, then less and less. A full featured raytracer doesn't NEED to be programmable.

      The movies didn't do it in realtime, but they did it, and newer hardware will make it possible to do in realtime. As you said, rendering hair individually is a pretty far out idea for non-raytraced approaches, but it's where you're going to end up with a raytracer as soon as your hardware is fast enough.

  55. big O by j1m+5n0w · · Score: 4, Informative
    Ray tracing is
    • O(log n) in the number of objects in the scene
    • O(n) in the number of primary rays, generally some multiple of the number of pixels on the screen (though it might be a bit less if you're using MLRTA)
    • O(n) in the number of lights (though there may be some shortcuts) if shadow rays tests dominate
    • O(something big) if there's a lot of reflective and/or refractive objects and you don't do anything to mitigate the rampant recursion
    • O(n log n) in the number of photons, if you're using photon mapping
    • O(n log n) in the number of objects that moved since the last time you rebuilt the acceleration structure
    That first one was what the original post was refering to. (Tracing a single ray is O(n log n). Tracing a pixel involves sending one or more rays and a shadow ray for each light for each primary ray that hit an object. Tracing a whole image involves tracing a lot of pixels. If the number of pixels and the number of lights are assumed to be a constant, they drop out of the big O equation. It's a very big constant, though, and that's one reason why ray tracers are so slow. However, once you get enough CPU to compensate for that large constant, the algorithm starts running pretty fast, and it doesn't slow down much at all when you throw lots of geometry at it.
  56. The Tetris Company has turned Tetris into Lair by tepples · · Score: 1

    I guess the core problem is that nothing Intel produces can run time optimize "Lair" into "Tetris" or otherwise correct for this. That's because The Tetris Company has already done this "optimization" for you. Reviewers have called Tetris Worlds and Tetris DS "broken". These games use recent versions of the official Tetris rule set, which since 2001 includes infinite spin (explained), counterintuitive rotations (explained), and a piece randomizer that has a pattern allowing infinite play (explained).
  57. I don't think so... by Anonymous Coward · · Score: 0

    Ray-tracing has been around forever, people have implemented dedicated ray-tracing hardware in the past, and yet it's never managed to replace other rasterization methods for a few key reasons:

    #1: It makes terrible use of memory bandwidth. Rays diverge very quickly from most detailed surfaces, so branching etc. eat up all of your potential cache performance. A more efficient rasterizer outperforms a recursive ray-tracer even when generating lots of lookup texturemaps to achieve the same effects (reflection/refraction/shadows etc.).

    #2: It doesn't handle radiosity very well. Standard rasterizers can approximate radiosity quite well:
    http://fantasylab.com/
    http://www.geomerics.com/

    #3: By the time you fix some of the performance issues with ray-tracing, the hardware ends up being more complicated and byzantine than even the more twisted modern graphics architectures (tilers, heirarchical depth buffers, etc), and efficiency still isn't as high.

    #4: The O(log n) vs O(n) argument is wrong since it assumes the entire scene is fed to a standard rasterizer. In fact, frustum culling at the application level is also O(log n) and tends to be much more cache-friendly since all of the non-visible geometry outside the frustum (which is the majority of the total geometry for most real applications) can be tested exactly once per frame instead of once per ray.

    It's silly to call ray-tracing the "next big thing". The fact is that ray-tracing is already being used where appropriate via techniques such as shadow mapping, cube-mapping, volumetric rendering etc. It will never be the end-all be-all rendering algorithm, and after having designed graphics pipelines for more than a decade I doubt it ever be competitive with what you could achieve using the same resources in other ways.

  58. pole position on 2600 by tepples · · Score: 1

    Racing simulator's, cinematic rpgs, cinematic fps's (or any fps for that matter), simply wouldn't be possible. With pong lvl graphics yo'd be limited to one dot as a target and maybe different colored squares to target. Pong-level graphics still allows for a racing simulator. Place a paddle on each side of the screen and balls down the middle, and then every scanline, change their position and width to resemble a segment of road. Draw each car as a score digit. How do you think Pole Position for Atari 2600 worked?

    Imagine when Resident Evil started the survival horror genre. I remember playing it at night on my PC (RE: 2) and just being completely freaking spooked during certain parts. I don't think ultra basic midi music and little blurbs of pixels could ever accomplish that. Try telling that to the NetHack fans who show up occasionally on Slashdot.
  59. Lighting and reflection can definately be useful by phorm · · Score: 1

    Just a few things where proper raytracing could be useful:

    Puzzle/quest games: Aligning mirrors to solve puzzles. Shadows to hide objects. The cliche but fun "align X and watch the direction of the shadow at midnight" etc trick
    FPS: Reflection of the guy behind you, turn and shoot!
    Water/Fire: Not sure, but it might make at least the former a little easier to render in realism. Realistic water isn't 100% necessary, but it could be neat to allow as camouflage or other such things
    Blinding: Use of a bright light + reflection for a blinding effect. Quite useful for FPS and other games. Or how about the telltale glint of light off a sniper scope?

    Yes, in many cases it might just be eye-candy, but realistic reflection and shadow that may be offered by ray-tracing could definitely add to the immersiveness, realism, complexity, and even fun of a game environment.

  60. Most devs might use it just for eyecandy, but... by Keyper7 · · Score: 1

    ...I see some interesting gameplay possibilities coming out of this. In a FPS for instance, how about having the pleasure of noticing and killing a sneaky bastard that was behind you, thanks to seeing "something moving" reflected in the doorknob? Or how about the difficulties of having your whole team paying attention on where light is coming from, so that your shadows don't give up your location? Sounds like fun to me, even if a little far from happening.

  61. Digital cinema is 1080p by tepples · · Score: 1
    True, scene complexity in a film surpasses that in a game, but I wanted to mention one more thing?

    You're also forgetting that the images for a movie have to be generated at much larger resolutions(up to 4096 pixels across). Doesn't standard digital cinema use just 2,048 pixels across at 24 frames per second? That's almost the same thing as 1080p (1920x1080), which game consoles are already capable of. Or are you just talking about FSAA?
    1. Re:Digital cinema is 1080p by klngarthur · · Score: 1

      The current standard calls for 4096 pixels of width at 24 fps according to the article you sited, it also mentions that 4K projectors have already been installed in over a dozen locations. Even if Cars was not made at that resolution, it's where rendering is currently. Also, when cars was being rendered no console on the market could support 1080p resolution.

      That's really besides the point anyways. Film rendering and RT rendering are completely different beasts. Of course pixar would be interested in faster ray tracing algorithms or better hardware support for ray tracing.

  62. Ray tracing and cel shading? by tepples · · Score: 1

    My prediction is that in 5-10 years, the average home computer will have a machinima software package that will produce Little Nemo quality or better animation with basically video-game controls. I'm glad someone else saw Little Nemo: Adventures in Slumberland, recognizing that Winsor McCay had Nemo long before Pixar made that fishy movie. But how would ray tracing benefit cel-shaded animation?
    1. Re:Ray tracing and cel shading? by BiggerIsBetter · · Score: 1

      But how would ray tracing benefit cel-shaded animation? You could probably raytrace the scene, then use a GL (or other) post-processor to create a cel-shaded effect. IIRC, some cartoons are already made in a similar way, but with regular rendering not raytracing.
      --
      Forget thrust, drag, lift and weight. Airplanes fly because of money.
  63. Shaders? by tepples · · Score: 1

    I attended an Amiga fair in southern Sweden, where I saw a game demoed that utilized hybrid scanline rendering with certain "raytracing tricks", in realtime, to achieve what was then considered very life-like imagery. Would these "raytracing tricks" be called "shaders" in more modern terminology?
  64. I want radiosity rendering by Anonymous Coward · · Score: 0

    Radiosity rendered images look far better than those which are merely raytraced. I wish we would take a quantum leap here, and get straight to the good stuff. Raytraced images still look plastic and unreal. Maybe the algorithms are more elegant than all the hacks used today. That's really only of interest to developers; why should a consumer care? Are we about to witness a plethora of water world games full of reflections just to show off the slight advantage ray tracing has over current technology? Waterworld, the game! Great. Radiosity rendering looks awesome. That's what really matters.

  65. Unintended consequence by Yvanhoe · · Score: 4, Informative

    While I am not sure that realtime raytracing will really be the next big thing, I think there are unintended consequences you overwatched.

    Today, most CG effects must be hard coded, using tricks, shaders, complex modeling techniques, multiple passes, etc... In the raytracing world, as you are aware, the engine is easier to use, and I would also say, easier to code. It is also very easy to parallelize (so a specialized card could bring HUGE performance gains) and require few modeling tweaking compared to the current T&L world. In a raytracer, shadows (including self-projecting), reflections, refractions, bump mapping, displacement mapping, etc... are an integral part of the renderer, they are not a lot of different modules stacked on top of each other. Bringing down the complexity of the rendering engine hopefully frees more resources to work on other parts of the game.

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
  66. Mixed approach by DamnStupidElf · · Score: 1

    An idea I had a while ago was to mix rasterization and ray tracing to get the benefits of both. Rasterize the entire scene into simple color values, but also calculate intersection points and reflection, refraction, and lighting vertices during the rasterization process. That would hopefully benefit from data locality to generate all the initial ray intersections faster than the traditional approach of tracing one ray at a time. It looks like other people have actually published papers about doing that with current GPUs already and it seems to work.

    It seems like large surface reflections and refractions could also benefit from an initial raster step before completing the ray tracing process. I think even in the case of global illumination most of the raster pipeline would still be useful for computing portions of the scene. I'd be interested if you have any more information on the topic since it looks like you've researched more than I have.

  67. PS 3 by argiedot · · Score: 1

    There was a video and an article some time ago about 3 PS3s in parallel being used to render a scene by raytracing it. It was pretty nice, they could rotate around the scene and all, it was uhh, realtime I think the word is.

  68. CPU parallel vs memory parallel by j1m+5n0w · · Score: 1

    Ray tracing is very CPU parallel, I don't dispute that. By "memory parallel" I mean that if you want to render something on two separate computers, you have to have a complete copy of the 3-d model on both computers. With rasterization algorithms, you can split up the work amongst a bunch of machines, and each one only needs one part of the model. That way, you can render things that wouldn't fit into the memory of a single machine. This isn't an issue for games, but for rendering scenes for movies it is a big deal. Take a look at the 2006 symposium on interactive raytracing keynote.

  69. A 95-year product cycle by tepples · · Score: 1

    That's true, but once they're created, digital works have a way of being re-useable. Not for 95 years, per current U.S. law, or 120 years, per current European or Australian law and current life expectancies.

    Once somebody creates a model, then anyone who has access to the model and the proper software can animate it. Then, you need a good lawyer before you can distribute any works based around it.
    1. Re:A 95-year product cycle by lawpoop · · Score: 1

      That's true, but once they're created, digital works have a way of being re-useable. Not for 95 years, per current U.S. law, or 120 years, per current European or Australian law and current life expectancies. Technically, they are much easier to re-use than analog media, regardless of the legal aspects of doing so. If the US Congress were to do away with copyright tomorrow, you would have a much easier time working with digital work over analog media. And there are plenty of mash-ups being done ( the most basic re-use of end-consumer digital media ) on youtube; copyright isn't really stopping them.

      Once somebody creates a model, then anyone who has access to the model and the proper software can animate it. Then, you need a good lawyer before you can distribute any works based around it. Enter the GPL and other open-source licenses.
      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
  70. License incompatibility hell: What's an aggregate? by tepples · · Score: 1

    Once somebody creates a model, then anyone who has access to the model and the proper software can animate it. Then, you need a good lawyer before you can distribute any works based around it. Enter the GPL and other open-source licenses.

    Enter license babel. The Creative Commons Attribution License has a provision in section 4(a) that allows an author (here "Alice") of a covered work to disown the work by requiring downstream distributors to delete Alice's copyright notice upon request from Alice. This clause is incompatible with the major GNU licenses (GPL, LGPL, GFDL), which require preservation of upstream copyright notices. So I don't see an easy way to include Creative Commons licensed audiovisual material in, say, a free computer game unless all the code libraries that the game uses are under a permissive license.

    The "you need a good lawyer" is needed to interpret what constitutes an "aggregate" under the GPL. Imagine a computer that can execute only a single, monolithic program from a removable flash memory chip: it has just enough of a BIOS to initialize the memory controller, turn the screen on, and verify the checksum of the program on the chip. I take two works: a computer program under one license, and an archive containing images, maps, sound effects, music, and video clips under another incompatible license. Neither work is very useful on its own. If I combine the program and the archive into a single system image in such a way that each of the two works can be independently replaced within the system image, are the two works "combined [] such as to form a larger program" under the GPL's definition of "aggregate"? The GPL FAQ explains that this was left vague on purpose: "This is a legal question, which ultimately judges will decide."

  71. Re:License incompatibility hell: What's an aggrega by lawpoop · · Score: 1

    I understand your technical points, but GPL'ed creative artworks work a bit differently than programs, in practical terms.

    If I write a program and release it under the GPL, it's because I want a copy of modifications, and the ability to re-use and re-modify them. If a company uses my program, makes changes, and doesn't make the source available, I as a developer will ultimately have to sue them, when push comes to shove -- provided I ever figure out that they're using my program. But, they might just use it internally, and I would have no way of knowing they are breaking the agreement.

    If I create, say, a comic called The Adventures of GNU and SuperTux, and release it under an open source license, Disney is free to make a movie of those characters. "GNU and SuperTux in Space", for example. I can then make a comic version of that movie, or even re-edit or 'mash-up' the film. If Disney is going to violate my GPL contract, there's a good chance I'm going to know about it, because ultimately creative work made by corporations is for public consumption. I stand a greater chance of coming to learn of the work than I do of a GPL-violating program only used internally in a company. Sure, Disney might make a training film with my characters for internal use, but what do I care? Do I want to make the comic book version of that? No. Technically it's a violation, but as a practical matter, the creator of GPL art is not really concerned about internal-use-only art.

    Furthermore, once I'm aware of the movie Disney made of my characters, the cat's out of the bag. It's not like where a company is using GPL'ed code internally -- the movie is released for public consumption. I stand a good chance of seeing the modifications, and then I can make my own.

    And when Disney comes to sue me for the comic book version of 'their' movie, that is in fact the opposite case of the programmer suing the company violating the GPL. Now it will be up to Disney to say what they were doing with my characters in the first place, and the question of what an aggregate program is never really comes up.

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  72. The bottom line? by tepples · · Score: 1

    What you say is all well and good for comics. But this article is about PC video games. So what license should I use for a Free video game that I am developing?