Intel Researchers Consider Ray-Tracing for Mobile Devices
An anonymous reader points out an Intel blog discussing the feasibility of Ray-Tracing on mobile hardware. The required processing power is reduced enough by the lower resolution on these devices that they could realistically run Ray-Traced games. We've discussed the basics of Ray-Tracing in the past. Quoting:
"Moore's Law works in favor of Ray-Tracing, because it assures us that computers will get faster - much faster - while monitor resolutions will grow at a much slower pace. As computational capabilities outgrow computational requirements, the quality of rendering Ray-Tracing in real time will improve, and developers will have an opportunity to do more than ever before. We believe that with Ray-Tracing, developers will have an opportunity to deliver more content in less time, because when you render things in a physically correct environment, you can achieve high levels of quality very quickly, and with an engine that is scalable from the Ultra-Mobile to the Ultra-Powerful, Ray-Tracing may become a very popular technology in the upcoming years."
Moore's Law works in favor of Ray-Tracing, because it assures us that computers will get faster - much faster - while monitor resolutions will grow at a much slower pace.
Inverse Moore's Law states that the more time that developers spend on making games look 'pretty', the less time they spend on playability.
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"As computational capabilities outgrow computational requirements, the quality of rendering Ray-Tracing in real time will improve, and developers will have an opportunity to do more than ever before."
This attitude is why even tho our computers are 1000x faster then we had 20 years ago, they actually perform worse overall.
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This is kind of stupid actually. Why would I want a game on my mobile to be thrashing the cpu when it could be doing some basic sprites and other not-so-cpu-intensive methods to produce my game?
Ray-tracing may be possible on my 500Mhz smartphone's processor - but damn, I don't want to have to be plugged in to play them.
The normal way things work in computing, things tricke down from high-performance platforms to lower ones. So, where are the desktop games using raytracing?
If they want a phone to do 256 x 192 raytracing in real time, then a desktop with 1000x the compute power should easily be able to do 720x480 (full res television) in real time. But, oddly enough, there are no such titles out there....
You are assuming that there is only one variable (resolution) that can be adjusted. Actually the quality of the scene is a function of two variables: resolution and scene complexity. When the complexity of scenes was low, rasterization produced much better results than raytracing for the same effort. Now that scene geometry has increased so much we are reaching the point where raytracing will produce the same (or better quality) for less effort. The main issue is that rasterization is O(n) in scene complexity while raytracing is O(log n). Of course there are lots of other issues and tradeoffs otherwise we would be using raytracing in games already.
If you're interested there is a detailed comparison available here.
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