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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."

46 of 292 comments (clear)

  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 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!"
    6. 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".
    7. 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.

    8. 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.

    9. 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"?

    10. 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?"
    11. 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.
    12. 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.
    13. 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.

    14. 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
    15. 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?

    16. 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...
    17. 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
    18. 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.

    19. 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.

  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 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."
  3. 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.

  4. 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.

  5. 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 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. 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?

  7. 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."
  8. 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 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.

  9. 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.

  10. 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...
  11. 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.

  12. 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.

  13. 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.

  14. 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?

  15. 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.

  16. 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.

  17. 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.
  18. 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.

  19. 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.
  20. 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.