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NVIDIA Doubts Ray Tracing Is the Future of Games

SizeWise writes "After Intel's prominent work in ray tracing in the both the desktop and mobile spaces, many gamers might be thinking that the move to ray-tracing engines is inevitable. NVIDIA's Chief Scientist, Dr. David Kirk, thinks otherwise as revealed in this interview on rasterization and ray tracing. Kirk counters many of Intel's claims of ray tracing's superiority, such as the inherent benefit to polygon complexity, while pointing out areas where ray-tracing engines would falter, such as basic antialiasing. The interview concludes with discussions on mixing the two rendering technologies and whether NVIDIA hardware can efficiently handle ray tracing calculations as well."

5 of 198 comments (clear)

  1. Hmmm - who to believe, who to believe?? by $RANDOMLUSER · · Score: 4, Interesting

    Intel says to do it with the CPU, and nVidia says to do it with the GPU. What a surprise.

    --
    No folly is more costly than the folly of intolerant idealism. - Winston Churchill
  2. What do the people that make the software say? by 9mm+Censor · · Score: 4, Interesting

    What about game and engine devs? Where do they see the future going?

    1. Re:What do the people that make the software say? by Squapper · · Score: 5, Interesting

      I am an game-developing 3d-artist, and our biggest problem right now is the lack of ability to render complex per-pixel shaders (particulary on the PS3). But this is only a short-term problem, and what would we do with the ability to create more complex shaders? Fake the appearance of the benefits of Ray-tracing (more complex scenes and more realistic surfaces) of course!

      On the other hand, the film industry could be a good place to look for the future technology of computer games. And as it is right now, it's preferable to avoid the slowness of raytracing and fake the effects instead, even when making big blockbuster movies.

  3. Hardly anything new by K.+S.+Kyosuke · · Score: 4, Interesting

    For years, the movie studios were using Pixar PRMan, which is in many ways a high-quality software equivalent of a modern graphics card. It takes a huge and complex scene, divides it into screen-space buckets of equal size, sorts the geometrical primitives in some way, and then (pay attention now!) tesselates and dices the primitives into micropolygons about one pixel each in size (OpenGL fragments, anyone?), shades and deforms them them using simple (or not-so-simple) algorithms written in the RenderMan shading language (hey, vertex and pixel shaders!) and then, it rasterizes them using stochastic algorithms that allow for high quality motion blur, depth-of-field and antialiasing.

    Now the latest part is slightly easier for a raytracer, which can cast a ray from any place in the scene - of course, it needs this functionality anyway. But a raytracer also needs random access to the scene which means that you need to keep the whole scene in memory at all times, along with spatial indexing structures. The REYES algorithms of PRMan needs no such thing (it easily handles 2 GB of scene data on a 512 MB machine along with gigs of textures), and it allows for coherent memory access patterns and coherent computation in general (there is of course some research into coherency in raytracing, but IIRC, the results were never that good). This is a big win for graphics cards, as the bandwidth of graphics card RAM has never been spectacular - it's basically the same case as with general-purpose CPU of your computer and its main memory. But with 128 or so execution units of modern graphics card, the problem is even more apparent.

    Unless the Intel engineeers stumbled upon some spectacular breakthrough, I fail to see how raytracing is supposed to have any advantage in a modern graphics card. And if I had to choose between vivid forest imagery with millions of leaves flapping in the wind and reflective balls on a checkered floor, I know what I would choose.

    --
    Ezekiel 23:20
  4. Re:Counterpoint by Applekid · · Score: 4, Interesting

    We're not talking about the current technology, we're talking about the future. As in whether Ray Tracing is the Future of Games.

    Graphics hardware has evolved into huge parallel general-purpose stream processors capable of obscene numbers of FLOPs per second... yet we're still clinging tenaciously to the old safety blanket of a mesh of tesselated triangles and projecting textures onto them.

    And it makes sense: the industry is really, really good at pushing them around. Sort of how like internal combustion engines are pretty much the only game in town until alternative save themselves from the vapor.

    Nvidia, either by being wise or shortsighted, is discounting ray-tracing. ATI is trailing right now so they'd probably do well to hedge their bets on the polar opposite of where Nvidia is going.

    3D modelling starts out in abstractions anyway with deformations and curves and all sorts of things that are relatively easy to describe with pure mathematics. Converting it all to mesh approximations of what was sculpted was, and still is, pretty much just a hack to get things to run at acceptable real-time speeds.

    --
    More Twoson than Cupertino