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Crytek Bashes Intel's Ray Tracing Plans

Vigile writes "Despite all good intentions, Intel continues to see a lot of its work on ray tracing countered not only by their competition, as you'd expect, but also by the very developers that Intel is going to depend on for success in the gaming market. The first major developer to speak on the Intel Larrabee and ray tracing debate was id Software's John Carmack, who basically said that Intel's current plans weren't likely to be implemented soon or ever. This time Cevat Yerli, one of the Crytek developers responsible for the graphically impressive titles Far Cry and Crysis, sees at least 3-5 more years of pure rasterization technology before moving to a hybrid rendering compromise. Intel has previously eschewed the idea of mixed rendering, but with more and more developers chiming in for it, it's likely where gaming will move."

151 comments

  1. Ray-Tracing Extremely CPU Intensive by foxalopex · · Score: 4, Insightful

    It's no surprise that Intel is being bashed over their idea of real-time CPU ray-tracing. As anyone who has ever ray-traced will realize it's extremely slow. At times you're talking about HOURS PER FRAME while realistically you want at least 30 frames per second and even that isn't considered great by many gamers. It's going to take a HUGE and I mean HUGE increase in computation power before that happens. Rasterization techniques are tremendously faster and they look nearly as good as Ray-tracing for the most part. Considering that we're yet to reach a point in Rasterization where we don't need more processing power (Crysis in high resolution.) I don't see us moving away from it yet. The day when we declare that we have graphics cards more powerful than we need for Rasterization is when we start moving towards ray-tracing. That day isn't anytime soon unfortunately.

    1. Re:Ray-Tracing Extremely CPU Intensive by Idiomatick · · Score: 1

      Not only that but why blow that CPU power on ray-tracing. We'd have to first run out of other useful things to spend processing power on. I'm sure everyone on /. can think of a few dozen. Thinking it will be a=implemented anytime soon (for anything other than proof of concept) is absurd.

    2. Re:Ray-Tracing Extremely CPU Intensive by Yetihehe · · Score: 4, Informative

      Here it goes again. Try to rasterize on CPU. It will be similarly slow. On the other hand with good hardware (like raytracing on gpu (PDF), or on cell processor (PDF), or just on PS3 cluster) is ALREADY possible. If you could make custom accelerator for raytracing (PDF) gamers and graphicians would love it.

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    3. Re:Ray-Tracing Extremely CPU Intensive by somersault · · Score: 2

      Very good point. Raytracing is obviously quite parralelisable from what you are saying, so it doesn't take a breakthrough in technology so much as just a whole bunch of appropriately raytracing oriented graphics cards chained together if you want to play raytraced games :P Rasterised graphics are good enough for me at the moment anyway, if it were between rasterised graphics or paying £2000 for photorealistic graphics, I'm not sure I'd be wanting to pony up the cash.. meh.. who am I kidding, I'd be all over it..

      --
      which is totally what she said
    4. Re:Ray-Tracing Extremely CPU Intensive by -noefordeg- · · Score: 2, Insightful

      Why would one want 30 framed per second?

      If I were to mention a number, I would either want at least ~72 frames per second (where the eye/brain would have a hard time discerning between individual frames) or at least match the sync of an ordinary LCD screen at 60 fps.

    5. Re:Ray-Tracing Extremely CPU Intensive by Floritard · · Score: 2, Interesting

      you want at least 30 frames per second and even that isn't considered great by many gamers. I've always wondered about the need for a solid 60 fps in every game. A lot of games, especially console games of late, are going for that cinematic experience, and as theatrical movies themselves run at 24 fps, maybe all it would take is today's prettiest graphics and a really sophisticated use of motion-blur to make a good game running at that mere 24 fps. Maybe for first-person shooters and racing games, you want that almost hyper-real 60 fps of unblurred, crystal clear action, but for those other action/adventure games you could probably get by with less. There was an article recently about how playing sports games isn't so much like simulating you playing the sport as it is simulating you watching a televised sports program. In that case, why would you need more fps than that at which your television (NTSC: 29.97 fps, PAL: 25 fps) has traditionally broadcast? It might even look more real with less frames.
    6. Re:Ray-Tracing Extremely CPU Intensive by Naughty+Bob · · Score: 2, Interesting

      Dude, FPS for video games is not really comparable with FPS in films/TV etc., for one simple reason-

      In video games, the frame rate is also the rate at which everything else (physics, etc.) is calculated.

      --
      "Be light, stinging, insolent and melancholy"
    7. Re:Ray-Tracing Extremely CPU Intensive by Colonel+Korn · · Score: 3, Interesting

      Well done motion-blurred 24 currently would take more power than 60 unblurred fps, but yeah, the notion isn't a bad one.

      --
      "I zero-index my hamsters" - Willtor (147206)
    8. Re:Ray-Tracing Extremely CPU Intensive by andersbergh · · Score: 5, Interesting

      No it's not, usually games have a separate loop for logic (physics, AI, etc) running at say, 30 fps. If the GPU can push more frames than that, then why not.

    9. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 0

      Dude, FPS for video games is not really comparable with FPS in films/TV etc., for one simple reason-

      In video games, the frame rate is also the rate at which everything else (physics, etc.) is calculated. ehhh... since when??
      that would make physics dependent on gameplay, not a wise choice i think...

      i'm in the betatest for a new trackmania patch, and when the discussion was about car physics, they told us the game does the physics at 400 "fps", independent of how fast the graphics are.

      the only real reason why game fps would have to be higher, is that there's no such thing as motion blur, and other effects that make a moving image look so good.
    10. Re:Ray-Tracing Extremely CPU Intensive by dctoastman · · Score: 1

      But it is calculated based on time elapsed, not on a count of frames.
      So at 60, 30, or 1000fps, you still move the same speed.

    11. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 0

      remember quake2?, that's why everybody ran on these magic 120-something fps, because you could jump further...

    12. Re:Ray-Tracing Extremely CPU Intensive by DrXym · · Score: 4, Insightful
      Those PS3 tech demos are cool but could more accurately be called ray casting. They bounce a primary and maybe a secondary ray off some fairly simple scenes. I expect if you looked close up there would be jaggies all over the shop, and things like reflection & shadows would be brutal. Proper ray tracing requires sub pixel sampling with jitter and recursion to look even remotely acceptable.

      I don't think anyone denies that ray tracing is lovely etc., but its a question of whether it is remotely feasible to do it on the current generation of CPUs or GPUs. If it takes a cluster of Cell processors (basically super fast number shovels) to render a simple scene you can bet we are some way off from it being viable yet.

      Maybe in the mean time it is more suitable for lighting / reflection effects and is used in conjunction with traditional techniques.

    13. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 0

      30 frames a second is far too slow for a fast pased FPS.

    14. Re:Ray-Tracing Extremely CPU Intensive by jfim · · Score: 3, Informative

      It depends on the game. For example, the first releases of Quake 3 had different physics depending on your framerate, due to integer clamping of player positions. They fixed the issue in later patches by adding an option to force everyone to run at 125 Hz, but by default it is off.

      This allows a couple jumps that are not possible UNLESS you are running at 125 Hz, such as the megahealth jump on q3dm13.

      This guide has more information: http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.html

    15. Re:Ray-Tracing Extremely CPU Intensive by irc.goatse.cx+troll · · Score: 4, Informative

      Since quake1, and everything dervived from it in some way.

      Yes its not a 'wise decision', but not all decisions can be made based on whats most logical..sometimes you need to cut corners based on what will work fastest or easiest.

      In quake your movespeed and your ability to move/accelerate in the air is based entirely on your fps. Some trick jumps can't be done without a certain framerate.

      In quake3 that changes more into your jump height, but the same end result -- Some jumps require certain fps to become possible.

      In any HL based game your ability to slide up a steep wall instead of slide down it is impacted by your fps (and also the servers framerate).

      In TFC hwguy assault cannon and a few other weapons would fire more often with higher fps.

      In Natural Selection(1.x) how quick your jetpack fuel replenishes is based on your fps. Enough FPS and you could fly forever.

      Theres more, but the tl;dr version: Any game that uses quake's "player.think()" system to do calculations will fire off more .think()s per second on clients with higher framerate.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    16. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 1, Interesting

      > It's no surprise that Intel is being bashed over their idea of real-time CPU ray-tracing. As anyone who has ever ray-traced will realize it's extremely slow. At times you're talking about HOURS PER FRAME

      Hours per frame if you do accurate global illumination... Which is also very expensive to do using rasterization, and isn't done in any modern game, by the way.

      Raytracing a very complex scene with a proper scene partitioning scheme can be done in under a second on a modern single processor machine. If you add adaptive antialiasing (only done at visble edges), you can add maybe 50% more CPU time... If you want soft shadows, make that a few seconds of rendering time... You can add some approximate global illumination on top of this to make it more viable.

      Still, this can be done fast using multiple cores, and with specialized hardware, will be feasible in real-time. Someone has already shown very basic raytracing can be done in hardware, in real-time, using an FPGA (look up SaarCOR). If nvidia made a raytracing graphics card, they could absolutely deliver something on par with current rasterization products that runs at real-time framerates.

      In the end, it's slower than rasterization, but it looks alot better.... You get soft shadows, reflections, refraction, etc. all for "free"... I must also mention that with rasterization, implementing realistic effects can be very painful, while with raytracing it's alot more "natural" and intuitive to program (since it's based on an actual simulation of light, rather than projecting triangles).

    17. Re:Ray-Tracing Extremely CPU Intensive by Laughing+Pigeon · · Score: 2, Informative

      Why would one want 30 framed per second? If I were to mention a number, I would either want at least ~72 frames per second (where the eye/brain would have a hard time discerning between individual frames) or at least match the sync of an ordinary LCD screen at 60 fps. That is not usefull at all. 30 frames per second suffice to make the eye see something as "moving" instead of taking small steps, what You describe as "where the eye/brain would have a hard time discerning between individual frames". The reason that one sees flickering on a crt is that the phosphor dots "cool down" after being hit by the electron beam, the dots have to be hit time after time. To prevent this from giving a flickering screen, the frequency by which the pixels are "activated" has to have a certain minimum value (for many people 72 Hz is enough)(and nobody truly needs more than 640 Hz ;-)). This has nothing to do with the brain discerning individual frames.
    18. Re:Ray-Tracing Extremely CPU Intensive by xouumalperxe · · Score: 4, Insightful

      Bullshit. Just the same as raster graphics, the amount of time you spend per frame on ray-tracing is adjusted to your needs and desires. Take, say, a Pixar film. Those are mostly done with raster graphics, with key effects done with ray-tracing. How much time do you reckon it takes to render each of one of those films' frames? (Pixar films are all drawn with Photorealistic Renderman, which is based on the REYES algorithm, which reads like a fancy raster engine)

      The part about computational power is another fine display of complete misrepresentation of reality. Raster graphics are this fast nowadays for two major reasons. The most obvious is because graphics cards entire massively parallel processors specialized in drawing raster graphics. It's pretty damn obvious that, given two techniques for the same result, the one for which you use a specialized processor will always be faster, which doesn't produce evidence that a technique is inherently faster than the other. The second, less obvious, is that raster graphics have been the focus of lots of research in recent years, which makes it a much more mature technology than ray-tracing. Once again, a more mature technology translates into better results, even if the core technique has no such advantage. What Intel is supposedly aiming for here is getting the specialized hardware and mindshare going for ray-tracing, which might lead to real-time ray tracing becoming a viable alternative for raster graphics.

    19. Re:Ray-Tracing Extremely CPU Intensive by MadnessASAP · · Score: 1

      That's just plain wrong there's nothing forcing you to calculate physics or anything else for that matter at the same rate as the graphics systems, AI for instance may only be calculated once or twice a second and physics may be calculated 3 or 4 times as fast as the graphics. It just so happens that it can simplify the programming by searializing these operations rather then running them in seperate threads.

      --
      I may agree with what you say, but I will defend to the death your right to face the consequences of saying it.
    20. Re:Ray-Tracing Extremely CPU Intensive by Kabal` · · Score: 1

      Most people can easily see the difference between 30 and 60 fps, and possibly higher. If you're suggesting 30 is all that anyone needs, you are wrong.

    21. Re:Ray-Tracing Extremely CPU Intensive by Oktober+Sunset · · Score: 1

      depends on how much action is going on, at 30fps you games will look perfectly smooth unless you turn quickly, then the steps between the images will be too large to perceive as smooth motion.

    22. Re:Ray-Tracing Extremely CPU Intensive by noname444 · · Score: 1

      O rly?

      http://pouet.net/prod.php?which=9461
      http://pouet.net/prod.php?which=2228
      http://pouet.net/prod.php?which=688 (DOS)
      http://pouet.net/prod.php?which=5
      http://pouet.net/prod.php?which=3845

      Some more info
      http://tog.acm.org/resources/RTNews/demos/overview.htm

      Too bad the trend died off, but I think we'll see some more demos in the realtime ray tracing area in the next couple of years.

    23. Re:Ray-Tracing Extremely CPU Intensive by Dzonatas · · Score: 1

      Start to question why do people spend so much dang money on multi-boxing on WoW:

      How much money people will spend: 15 grand
      http://forums.worldofwarcraft.com/thread.html?topicId=5784541038&sid=1&pageNo=4#66

      How many people are doing it: lots
      http://forums.worldofwarcraft.com/thread.html?topicId=5781098289&sid=1&pageNo=1

      People are surely going beyond the resources of a single computer budget.

    24. Re:Ray-Tracing Extremely CPU Intensive by PitaBred · · Score: 1

      No, you can't "see" the difference between 30 and 60fps. That's why movies play at 24fps. 30 is a great FLOOR. The problem is that you're talking average FPS rates, which yes, 30 is too low. It means there are a significant number of times where it's below 30fps.

    25. Re:Ray-Tracing Extremely CPU Intensive by PitaBred · · Score: 1

      You wish that's how it worked. That's a VERY recent development... most games (C&C: Generals and later even) typically run everything in a main loop. It was so bad that when a friend of mine was working with OSG and did a separate render thread, he got NO speedup with ATI's drivers (they've since fixed that) because ATI just did a busy-wait if you enabled VSYNC. So his on a single CPU processing thread actually got slower when not blasting the images to the screen more times than the actual LCD could display. Completely stupid.

    26. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 1, Insightful

      No. Movies use blurring and careful camera movement to make movies tolerable at low frame rates. They also double play frames at the theater. The human visual system doesn't have a framerate; different areas of visual perception respond to changes with different latencies.

    27. Re:Ray-Tracing Extremely CPU Intensive by dctoastman · · Score: 1

      That's sort of inaccurate. It could still be based on time and exhibit that behavior, because the behavior isn't actually due to the framerate, it is due to basically bad rounding.

      Both framerate and the jumping issue are related to the amount of time that has passed.

      At 120fps, the time difference is 8.3...ms, at 60fps it is 16.6...ms, etc. Flooring both to get interger values gives you 8 and 16, rounding 8 and 17. Either way, these bits tend to accumulate and start giving wildly different values. In three frames at 120fps, your total time difference is calculated to be 24, instead of 25. At 60fps it could be 48 or 51 (depending on method used) as opposed to 50.

      Result, jumping is fucked.

    28. Re:Ray-Tracing Extremely CPU Intensive by IdeaMan · · Score: 1

      Dude, I play my games with my head stuck in the event horizon of a miniature black hole. Ever see that guy at the top of the score list with 95% headshots? That's me, or someone else that bought their black hole from Wormhole Extreme. 640HZ is just barely fast enough!
      Oh and we miss the other 5% just so we don't get banned for being bots.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
    29. Re:Ray-Tracing Extremely CPU Intensive by bradkittenbrink · · Score: 1

      Try to rasterize on any hardware that's good at raytracing. Rasterizing will be tons faster. Rasterization is just as parallelizable as raytracing, but the current apis for doing it (Direct3D and OpenGL) are not.

    30. Re:Ray-Tracing Extremely CPU Intensive by dookiesan · · Score: 1

      I don't see why all the same hacks wouldn't work with raytracing. Fire off some more rays at object boundaries after the scene is finished and you can clean up those jagged edges. Conversely you could fire many fewer rays as well if you can get away with it. Suppose the action in the game is heating up so you reduce the resolution in the periphery to keep the fps high.

      If you think that reflections and shadows look worse when raytraced then just revert to the same tricks you've been using like shadowmaps and cubemaps. The secondary rays would only have to check against dynamic elements in the scene and use the shadowmap for everything else.

      I don't care if the scene looks better. I'll be convinced that raytracing is the future when a good demo comes out. Did the Intel Quake IV demo actually let you play the game, or do you only get to walk through the static level? The former would be much more convincing.

    31. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 1, Insightful

      The accuracy with which you can maneuver is determined by framerate. Actual velocity is not. In Quake and all Quake related products, you tell the server how you want to move, and the server will update your position on each of its frame ticks proportional to time elapsed since it last calculated it, then send you a packet containing your position. Do you really think a player with 5 fps runs thirty times slower than a player with 150 fps? Nobody would take the game seriously. The player with 5 fps will jerkily move, as he's only telling the server where he wants to go 5 times a second (basically), but he and the player with 150 fps both have the same total speed. Likewise, Jetpack fuel is stored on the server. If it wasn't, it would have been hacked ten minutes after the game was released. In Quake style games, everything important is serverside.

      As to the issue of speedhacks, that's exploitation of code designed to make up for network lag. It too is completely independent of client fps.

    32. Re:Ray-Tracing Extremely CPU Intensive by edwdig · · Score: 1

      Not only that but why blow that CPU power on ray-tracing.

      Because the easiest way to increase the power of a computer nowadays is by adding more processor cores. A quad core processor is about as expensive as a mid-range graphics card. A dual processor motherboard and a pair of low end quad core processors is probably about as much money as one high end graphics card.

    33. Re:Ray-Tracing Extremely CPU Intensive by Paul+Slocum · · Score: 1

      Were you the guy backing isometric 3D in 93 right before this and this came out? Doom looked like shit compared to a good isometric game of the time, but it was cool and new and it paved the way. Yeah I've written a ray-tracer before and I know what it's like. There will be big limitations on realtime ray-tracing at first, but the trick is to work within those limitations (think stylized graphics) and make it happen. Trying to make a hyper-realistic Halo 4 with ray-tracing isn't the best way to be thinking about this stuff right now.

    34. Re:Ray-Tracing Extremely CPU Intensive by Anonymous Coward · · Score: 0

      You wouldn't use jittering for ray traced motion, it leads to horrible artefacts. It only works for individual images.

    35. Re:Ray-Tracing Extremely CPU Intensive by icegreentea · · Score: 1

      "Normal" movies (as in stuff actually shot with a camera) will already have blurring in the frames. This lets them get away with 24fps. If you watch a highspeed camera that has had enough frames dropped so that it appears realtime at 24fps, you would be baffled by a) the lack of blurring, and b) the jumpyness of the movement. When you render your frames, you have to play much faster than 24 fps (i think 50 is acceptable), or render blurring into your frames.

    36. Re:Ray-Tracing Extremely CPU Intensive by UnknownSoldier · · Score: 2, Informative

      You have never worked on rendering code for a game have you?

      You are wrong. I can tell the different between a game running at 30 fps and 60 fps because games rendering does not have temporal aliasing that movies do.

    37. Re:Ray-Tracing Extremely CPU Intensive by irc.goatse.cx+troll · · Score: 1

      Likewise, Jetpack fuel is stored on the server. If it wasn't, it would have been hacked ten minutes after the game was released. In Quake style games, everything important is serverside.
      It is on the server, which is why this isn't a matter of hacking the network and replacing a "jpfuel=10" with "jpfuel=100". It's a matter of tricking the server into running the "regenerateJpFuel()" function for you more often than anyone else. This would happen if its ran in the player.think() function instead of in some main server.think loop. Lagged out clients don't have their .think() ran at all. Conversely, over-active clients get theirs ran more often than clients currently stuck processing something. These are quakec terms, I have little experience modding outside of QC so they may have renamed it, but thats the gist of it. I'm really not making this stuff up, a few examples: Check The NS2.0 Changelog

      o removed frame-rate dependence for building structures and jetpack usage.
      Or look at the documentation for one of the QuakeWorld clients that implemented a fix known as Independent Physics:

      If you cannot achieve standard 77 FPS, your physics will be a little different. You may notice that if you try playing with cl_physfps 30 (or cl_maxfps 30 when not using independent physics). Your jumps (and rocket-jumps) won't be that fast and high as with 77 FPS.
      Admittedly it's been so long since I've trickjumped I can't cite WHICH jumps aren't possible without certain fps, but I know its well known in both the QW and Q3 communities.
      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  2. Stop motion movies by BadAnalogyGuy · · Score: 4, Interesting

    For years some claymation movies were set up by hand and shot frame by frame in a process called stop motion. While adequate, the resulting film was typically unnatural and the movements very stiff compared to live actors.

    Enter ILM and go motion. Instead of filming static scenes, the clay was moved slightly during the shot to create a blurry frame. This blurry frame made the scene seem more realistic. The blur is what the eye picks up in the movie frame, so an actor walking in a scene is not a set of pinpoint focus shots but a series of blurs as the man moves.

    Ray tracing is great for static scenes. But movement is the key to games that require this much detail, and so each frame should not be beautifully rendered framebuffers, but a mix of several framebuffers over the span of one frame. Star Wars did it great. Most computer games, not so much.

    1. Re:Stop motion movies by ozmanjusri · · Score: 2, Interesting
      Ray tracing is great for static scenes.

      Where did you get that idea?

      Ray tracing can do selective motion blur very inexpensively. You test against a bounding sphere a triangl's motion span, then interpolate the ray along an approximation of the triangle's path.

      That's a very bad analogy you're using...

      --
      "I've got more toys than Teruhisa Kitahara."
    2. Re:Stop motion movies by BadAnalogyGuy · · Score: 1

      Ray tracing is great for static scenes.
      Where did you get that idea?

      Are you saying it's not?

    3. Re:Stop motion movies by ozmanjusri · · Score: 1
      Are you saying it's not?

      Radiosity is better.

      --
      "I've got more toys than Teruhisa Kitahara."
    4. Re:Stop motion movies by Yetihehe · · Score: 1

      Actually programs can use 4d raytracing. It means program can scatter samples in time dimension, which gives blurring. It's only one of techniques for blurring in raytracing.

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    5. Re:Stop motion movies by nschubach · · Score: 1

      Not to mention, it's not like Anti-Aliasing in ray tracing is impossible.

      ftp://ftp.alvyray.com/Acrobat/6_Pixel.pdf (from 1995 no less)

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    6. Re:Stop motion movies by EdibleEchidna · · Score: 1

      Aardman Animations (the creators of Wallace and Gromit) may disagree with you that stop motion animation looks "unnatural" and "stiff".

    7. Re:Stop motion movies by Goaway · · Score: 1

      Those are not mutually exclusive. You more often than not combine ray tracing with some kind of global illumination method like radiosity.

    8. Re:Stop motion movies by alexhard · · Score: 1

      That's a very bad analogy you're using... Hence, BadAnalogyGuy
      --
      Infinite time means everything that can happen, will. You being you is absolutely incidental. You do not exist.
    9. Re:Stop motion movies by Bombula · · Score: 1
      You are absolutely 100% correct, and anyone in the VFX field can tell you this is true. This is why motion blur is such a hugely effective way to improve visual quality in gaming with a very low performance cost. It is silly that 3D engines don't make better use of frame and motion blurring. As you pointed out, the human eye does not see motion as a series of static, focused snapsots; it sees motion as a slurry of blurred imagery. Conveniently, it is much easier to render blurs than pin-point accuracy.

      As another example, it took a long time for manufacturers of video cameras to figure out that a series of in-focus frames will look stuttery and fake compared to a series of semi-blurred frames. And so for more than a decade video - even hi-def video - looked like crap compared to film. By a stroke of good luck, celluloid film stock captures blurred imagery the way the human eye does, and so it looks beautiful and realistic, even when it contains far less per-pixel information. (This is also why older film, whether motion picture or still picture, looks wonderful: less information is often better, as it is more pleasing to the eye than microscopic clarity). This is finally being corrected in high-end video cameras, so that the lastest generation of HD video cameras have exposure controls to simulate these effects and make them appear more like film.

      --
      A-Bomb
    10. Re:Stop motion movies by Dzonatas · · Score: 1

      That blur used to automatically exist on phosphorus backed TV set. Now we have LCD screens that are pretty quick on the frame, and people want the blur back (go figure). So now, there are LCD screens that have smart chips inside to smooth the transition between two frames. Surely, the renderer does not need to do this if the LCD screen can do it.

    11. Re:Stop motion movies by Have+Brain+Will+Rent · · Score: 1

      Just set your shutter speed and you'll get all the blur you want. Even digital photographers have known that for many years.

      --
      The tyrant will always find a pretext for his tyranny - Aesop
    12. Re:Stop motion movies by Have+Brain+Will+Rent · · Score: 1

      Actually programs can use 4d raytracing. It means program can scatter samples in time dimension, which gives blurring. It's only one of techniques for blurring in raytracing.

      That idea has been around for quite a while with the goal of efficiently generating multiple ray-traced frames by a single calculation of the intersection of a ray, with a moving object, over a period of several frames, thus simultaneously generating the solution for several frames. See, for example,

      Spatio-Temporal Coherence in Ray Tracing", Chapman, J. et. al., Graphics Interface 91 http://books.google.ca/books?id=hbJ20d4NgiUC&pg=PA101&lpg=PA101&dq=%22spatio-temporal%22+coherence&source=web&ots=jpQARDC-US&sig=mEJNEIgfR9YvaUXNTXvO1PsYcPE&hl=en

      which discusses solving the ray and moving object intersection problem.
      --
      The tyrant will always find a pretext for his tyranny - Aesop
    13. Re:Stop motion movies by Bombula · · Score: 1

      It is important to understand that exposure controls are all simulated on CCDs, both for still and video cameras, to mimic the behavior of film - but they do not function the same way at all. This mimicry is done in software by clever algorithms, but that technology is processor-intensive and has not been available in video for very long.

      --
      A-Bomb
    14. Re:Stop motion movies by davolfman · · Score: 1

      BVH's need to be recalculated if the position of objects in the scene changes. This actually would make it make a lot of sense for the level to be raytraced and the characters to be rendered.

    15. Re:Stop motion movies by The+boojum · · Score: 1

      Ray tracing is great for static scenes. But movement is the key to games that require this much detail, and so each frame should not be beautifully rendered framebuffers, but a mix of several framebuffers over the span of one frame. No, no, no! Mixing several framebuffers together gives you *lousy* motion blur. You'll get severe artifacts from each pixel using the same set of uniform samples in the time domain -- very fast moving objects can appear cloned in multiple places, for example.

      Honestly, ray tracing has been getting motion blur right since 1984. Not to mention that it can even simulate the effect of camera shutters.
  3. you've got it arse about face. by timmarhy · · Score: 3, Funny

    it's customers that drive the market, not developers. christ these guys sound like a bunch of OSS developers.

    --
    If you mod me down, I will become more powerful than you can imagine....
    1. Re:you've got it arse about face. by somersault · · Score: 1

      Nothing wrong with giving the customers more options, and letting them decide. Most customers wouldn't say "hey, can you work on superfast ray tracing please, I want my Monsters Inc game to look just like the real thing!". Most people wouldn't know the difference between ray tracing and rasterisation if it hit them in the face (and bounced off at an angle of reflection equal but opposite to the angle of incidence).

      --
      which is totally what she said
    2. Re:you've got it arse about face. by AKAImBatman · · Score: 4, Interesting

      it's customers that drive the market, not developers.

      In the case of a company like Intel who's pushing a new technology, the developers are the customers. It's not Joe Consumer who's going to be buying into Intel's technology. (At least not until there are games that support it.) It's going to be the developers. Developers who will be taking a gamble on a next generation technology in hopes that they lead the pack. And as history has proven, the first out of the gate often earns the most money. (At least in the short term.)

      Of course, history has also proven that new technologies often fail. Thus the risk is commiserate with the reward. There may be a lot to gain, but there is also a lot to lose. A lot of dollar signs, that is.
    3. Re:you've got it arse about face. by davolfman · · Score: 1

      Actually in my experience the first out the gate usually gets shot down. Just look at Ageia or 3dfx. The gate looks a lot more like the gate of a landing ship at Normandy than the gate at a racetrack.

    4. Re:you've got it arse about face. by AKAImBatman · · Score: 1

      Thus my comment about short-term. They make a lot of money for a while. But someone else will often take the market away in the long term. Note the AC above who also made that mistake.

      As for Ageia, I don't think they actually broke open a new market. All they did was sell a semiconductor that nobody wanted. So they would actually go in the failure category rather than the success category.

  4. The best person to ask? by Don_dumb · · Score: 5, Insightful

    Cevat Yerli, one of the Crytek developers responsible for the graphically impressive titles Far Cry and Crysis Is he the same developer who made a game (Crysis) so resource hungry that no gaming platform can handle it? Shouldn't we be asking someone who knows how to make a game look great on current hardware, such as Valve perhaps?
    --
    If this were really happening, what would you think?
    1. Re:The best person to ask? by Anonymous Coward · · Score: 0, Flamebait

      Crysis on medium settings still looks better than HL2 engine maxed out.

    2. Re:The best person to ask? by ZiakII · · Score: 1

      Is he the same developer who made a game (Crysis) so resource hungry that no gaming platform can handle it? Shouldn't we be asking someone who knows how to make a game look great on current hardware, such as Valve perhaps?

      I saw a demo for Quake 4 done with ray tracing even with 4x Quadcores the game was unplayable.. here is the demo. Going with ray tracing will definitely not make any game less resource hungry.

    3. Re:The best person to ask? by Anonymous Coward · · Score: 0

      Crysis runs at 20-40 FPS on 1280x960/High (the highest settings that you can get under XP) on my system, which cost me about $600 a year ago - It's not even current hardware anymore, given that most of the components are prev-gen by now.

      Do what now?

    4. Re:The best person to ask? by Yetihehe · · Score: 2, Insightful

      I would really like to see quake4 with pixel shading on just cpu. You people forget that current games use specialisted graphic processors which currently even go to 128 shading units working in parallel. What if I had 128 specialized raytracing units? We should see results THEN

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    5. Re:The best person to ask? by Alwin+Henseler · · Score: 1

      Is he the same developer who made a game (Crysis) so resource hungry that no gaming platform can handle it?

      Are you kidding? Nobody wants to play the 100th Doom clone other than for replay value. For a 'wow' factor, a game needs something new, something that was never done before, or never done that good. A never-seen-before feeling of immersion, a great, unique storyline, artwork that makes existing stuff look old, and sometimes... unique technical features.

      To enable innovative technical features, you often need more processing power, whether from CPU, GPU or elsewhere. And for that reason, any game that pushes the envelope will be coded to run on the latest available hardware. And vice versa, the latest hardware will be beefed up to run the latest games smoothly.

      So as much as I'd like game developers to create "the most resource-friendly required for a new experience", they'll continue to aim for "get the most impressive out of the newest hardware". That's just how it is.

      And 2, 3 years down the line, no-one will care anyway. I've got a machine built around +/- 2 year old parts, and it (just) meets Crysis' requirements. So systems you carry out of the shop right now will do fine. Apart from the fact that you don't have to buy current games or hardware.

    6. Re:The best person to ask? by AioKits · · Score: 4, Funny

      It's not THAT resource hungry! Sure, I mean, I had to steal, err, borrow a few human organs, particularly livers and kidneys and follow some archaic diagrams I found in my original Doom shareware documentation to create a device powerful enough to run Crysis at full capacity. But it worked damnit! For about 30 minutes... I think I got something wrong though when I built it because now all it wants to play is Doom 6, I didn't even realize there was a Doom 6 out yet! Oh, and there's this red 'gash' on the wall behind my desk. It's kinda oozing but but the drip pan takes care of that. One of my cats is missing too.

      --
      "Quote me as saying I was mis-quoted." -Groucho Marx
    7. Re:The best person to ask? by the+grace+of+R'hllor · · Score: 1

      I think someone who pushed systems slightly *over* the edge is excellently positioned know where the edge currently is.

      And yes, slightly. Give it three months and there'll be plenty of systems that can run the game very well. (Alas, mine will not be one of them. I hope to game at least a year more on my current rig)

    8. Re:The best person to ask? by nschubach · · Score: 1

      ...and you wouldn't leave nVidia out of the loop because their are always gamers that want that one extra level of realism. You could have an Intel core doing threads of tracing and have the nVidia core work along side of it giving more depth, more rays, or real time radiosity down the line.

      This is why I don't understand why there is a huge debate on this. It's not like GPUs will suddenly vanish because of raytracing. They just won't be mainstream, which may be the reason. /shrug

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    9. Re:The best person to ask? by Torn8-R · · Score: 1

      Crysis = "Hey, we got this really neat game engine but we can't afford keeping this in QA to work out all the bugs - hey, let's just wrap a shell of a game around it and market it. People will pay to test our game." Management = "Brilliant!" Now that my rant is over, Crysis was the most rediculous release of any game/software I have ever seen. As a software developer, I was embarassed by the amount of bugs and just dumb stuff that should have been caught. And then the first major patch for it wrecked the game again by making the save game files increasingly bigger to the point you're waiting 30-45 minutes for a level to load or something to reset after you died. It got so bad I didn't even finish the game. And then when the guy that lent me the game told me that I was at the last scene of the game, I was astonished. As for resources, considering I was working on a dual core AMD with a 8800GTX - I really wasn't impressed. The game still ran horribly and I had to end up turning the video settings down so that it was playable.

    10. Re:The best person to ask? by Yetihehe · · Score: 1

      They WILL be mainstream. They will just have raytracing units along normal shading units. This is not about gpu OR rpu (ray processing unit), but gpu manufacturers want all to belevie that (or meybe they believe it themselves).

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    11. Re:The best person to ask? by nschubach · · Score: 1

      Not really, because you wouldn't be REQUIRED to have a GPU/RPU to do any of the rendering. Right now, you'd be hard pressed to play anything without a DirectX 9 card where with ray tracing you could just buy the biggest/best processor and build your system around that. You'd get good enough performance and only those that need bleeding edge will actually buy accelerators.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    12. Re:The best person to ask? by ifrag · · Score: 1

      That's odd, I was running Crysis on a very similar setup (FX-62 and 8800 Ultra) on high settings with almost no problems. The game did lockup one time on me, in the no-gravity area. I went through it with the most recent nVidia beta drivers and Crysis patch so maybe some of the problems had been addressed. Overall I thought the game looked really good, but was disappointed by being cut short in terms of storyline.

      --
      Fear is the mind killer.
    13. Re:The best person to ask? by Nullav · · Score: 1

      I think someone who pushed systems slightly *over* the edge is excellently positioned know where the edge currently is.
      Someone who pushed systems over the edge and didn't bother to step back a bit, mind you. Also, only those with more money than sense will rush out for new hardware every six months.
      Then again, we are talking about the 'gamer' crowd, with their window-modded monitors and magic smoke pumps.
      --
      I just read Slashdot for the articles.
    14. Re:The best person to ask? by DirePickle · · Score: 1

      Seriously? Are you this stupid? It's only that resource hungry if you want to have every god-damn feature enabled. Should they have chopped out all of the extra-pretty features so it looked and ran as well as Half-Life 2? Then it would run on four-year-old hardware (like it does now, if you turn stuff off!) but the people that do have fast hardware wouldn't get any benefit. And as you beef up your computer, you'll be able to continue to get extra enjoyment out of the game for years as you dial it up.

    15. Re:The best person to ask? by monoqlith · · Score: 2, Insightful

      It would seem so at first, yes. But then, I would argue, the person who has made a game that was meant to run on hardware that doesn't exist yet might be more qualified to comment on rendering methods that run on hardware that doesn't exist yet.

    16. Re:The best person to ask? by Anonymous Coward · · Score: 0

      What game has Valve ever made that looks decent? Hopefully that was a joke.

      Since you don't seem to realize...Crysis/Crytek was made to demo their engine which they then attempt to sell to other developers wishing to make games. It's his job to make the game demonstrate every possibility, not what your AMD w/ 3D Now! can push.

    17. Re:The best person to ask? by Anonymous Coward · · Score: 0

      Well try doing a bleeding edge video game and see what resources it takes up. That's always the price we pay for this kind of new game. And also comparing Crysis and Half Life doesn't make sense as Crysis looks much better and has more graphical features then any game I've seen period. Game play wise, and story, well I'll go with Half Life II on that one.

    18. Re:The best person to ask? by Don_dumb · · Score: 1

      Seriously? Are you this stupid? It's only that resource hungry if you want to have every god-damn feature enabled. Should they have chopped out all of the extra-pretty features so it looked and ran as well as Half-Life 2? Then it would run on four-year-old hardware (like it does now, if you turn stuff off!) but the people that do have fast hardware wouldn't get any benefit. And as you beef up your computer, you'll be able to continue to get extra enjoyment out of the game for years as you dial it up. Please refer to another clearly "very stupid" poster who has replied to my post above - The Post

      And the fact that it can't have every feature running is kind of my point, it isn't that he can make new really pretty features, it is that he isn't the best placed person on how to optimize them for actual game play, there may be more valuable opinions out there. I am not dissing the act of chasing the carrot, I am attacking those who release buggy software which is way too ambitious about the hardware's ability to make up for what seems to be shoddy engineering.
      --
      If this were really happening, what would you think?
    19. Re:The best person to ask? by Yetihehe · · Score: 1

      Just like with current rasterization? Even current mainboards and laptops have rasterization accelerators (modern gpu) built in. So why not go ahead and make ray tracing units in gpu? They have already vertex shaders, pixel shaders, ray shaders are next logical step. Of course there are software solutions for rasterization too, like Swift shader. And they are comparable to raytracing solutions in speed :D

      --
      Extreme Programming - Redundant Array of Inexpensive Developers
    20. Re:The best person to ask? by Embedded2004 · · Score: 1

      It's also quite possible when we hit this "good enough" threshold, people won't need to update their CPU. GPUs are more efficient then CPUs for graphics (raster AND ray tracing) -- dedicated HW will always be more efficient then generic HW, with power and performance. So it's quite possible people will be able to get away with a cheap VIA/AMD CPU and a decent GPU and leave intel out of the loop.

      Obviously, this scenario doesn't apply to everyone. Some people will always need faster CPUs. It could easily apply to laptop users for example, that just browse the web, play games and watch video. They'll want the perf and power advantages of dedicated HW. Whereas, desktop users might be able to get away with a less efficient solution.

  5. So not an April fool then? by mofag · · Score: 3, Interesting

    I ignored this story first time around because I assumed it must be an April fool's joke which I think is not unreasonable: Intel leading innovation in the GPU sector ....

    1. Re:So not an April fool then? by Hanners1979 · · Score: 1

      Intel will be re-entering the discrete graphics market at either the end of this year or early 2009 - How well they can compete in the traditional Direct3D/OpenGL graphics market remains to be seen (although Intel are rather bullish about it at the moment), but it appears that they will also be targeting 'Larrabee' (for that is its codename) parts at other possible market sectors such as real-time ray tracing and other general-purpose computing tasks a la NVIDIA's Tesla GPGPU offerings.

    2. Re:So not an April fool then? by Anonymous Coward · · Score: 0

      Me too, actually. It sure read like an April Fool's joke.

    3. Re:So not an April fool then? by Molochi · · Score: 2, Informative

      ARP did the article "DX11 to support hardware accelleration of raytracing" (and it was an April Fools prank). However Intel is "serious" about hardware that does it... or at least serious about owning and promoting patents for the hardware.

      --
      "The Adobe Updater must update itself before it can check for updates. Would you like to update the Adobe Updater now?"
    4. Re:So not an April fool then? by eggnoglatte · · Score: 1

      Mod parent up!!!

      There is still alot of confusion around that DX11 "announcement". Time for somebody to set it right!

  6. Crytek? talking of bad performance? by iamwhoiamtoday · · Score: 1

    I know that CPU Ray-Tracing is thrown around a lot here on slashdot, and yes, it's slow (for current processors) BUT, lets look at the company doing the mudslinging at Intel. Crytek. Their latest release, Crysis, has abismally poor performance. All of their press releases for the last few years say "oh sure, we support multithreading" / "Get a Quad Core for our game" and I Know quite a few people who's main reason FOR getting a Quad core was Crysis. Then Launch day came, and we realized that the game is single threaded, and that our rather expensive processors had been just that, an expensive waste of money. It just seems to me that Crytek should impliment advances in technology, rather then just complain about Intel's latest idea.

  7. why bash? by damnfuct · · Score: 5, Insightful

    Yeah, so it's going to take 3-5 years before anything real comes out of it. Do you think that process of using high-k hafnium in the 45 nm microprocessors was developed overnight? I'm sure intel is used to the R&D cycle, and 3-5 years is not unheard of. Besides, how much longer can you use rasterization "band aids" to address rending issues (reflections, shadows, light sources)? Rasterization is just a hack to try to implement features that simply "fall out" of ray tracing. Sure it's going to take computational power, but we're not going to be using pentium 75's.

    1. Re:why bash? by LingNoi · · Score: 2, Insightful

      Sure it's going to take computational power
      So why waste it on ray tracing which adds little benefit over current techniques when it could be spent on so many other things?

      There are other ways of producing global illumination which is much faster then ray tracing. It's pointless because it's like taking a step back just because we can now bute force simple scenes.

      Ray Tracing will still be slow on global illumination anyway. The more reflections you have the longer it takes, so it's not going to look as good too.
    2. Re:why bash? by deroby · · Score: 3, Insightful

      On the other hand, ray-tracing would be much less of a hack. Things simply look great the way they are, not because you niftily put a semi-transparent super-texturized with shader magic polygon in that corner of the field of view whenever the light source is like that and the so-called mirror is on that position etc...

      Sure it requires (a lot) more cpu-power, but development wise it should all be much more straight-forward. Build the scene and have it rendered.

      Right now I'm under the impression that each time you want wow-factor, things are like : build scene, render scene, look for awkward stuff caused by incomplete technology, add tweaks to scene, render again... Repeat process until it all looks good from all corners. If not feasible within given time frame : either prevent user from walking out of the prepared spaces, drop idea altogether or leave it in half-baked and blame it on the drivers.

      --
      If there is one thing to be learned on slashdot, it has to be sarcasm.
    3. Re:why bash? by Goaway · · Score: 2, Insightful

      Ray-tracing is nearly just as much of a hack as rasterizing polygons is. It's miles away from anything like a realistic model of lighting.

      And it would still require just as much tweaking to make it look good, and make it fast.

    4. Re:why bash? by steelfood · · Score: 2, Insightful

      It's a good first step to true global illumination.

      Progress doesn't always come in leaps and bounds. Sometimes, it's about baby steps.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    5. Re:why bash? by Anonymous Coward · · Score: 1, Interesting

      No better then the pointcloud techniques available in modern renderers like prman... and as those techniques are based on simple rasterizations not unlike shadow maps and the energy transfer algorithms within those pointclouds are trivially parallelizable there is every reason to believe that these strategies will still be orders of magnitude faster on the manicores than shooting 100s of rays per sample.

      Yes, I understand that a renderer has all day to do it's job and that a game engine has to run like the clappers but the those offline renderers could also choose to raytrace if it was going to be faster... and in those situations you'd think an advantage would magnified... but they go with rasterization techniques because they are more efficient and easier to distribute.

      Raytracing is conspicuous consumption of resource... exactly what a chip maker wants.

    6. Re:why bash? by Goaway · · Score: 1

      No, it's not even necessarily a good first step. Traditional raytracing becomes severely limiting as soon as you try to do any kind of realistic lighting. It needs huge kludges, tons of processing power, and additional techniques that work just as well with other rendering methods.

      And with the limitations that trying to render in realtime imposes on you, it's no wonder game developers aren't interested.

      Ray tracing is good if you want to render silver balls on infinite checkerboards. For real scenes, it's not all that useful.

    7. Re:why bash? by glyph42 · · Score: 1

      Ray Tracing will still be slow on global illumination anyway. The more reflections you have the longer it takes, so it's not going to look as good too. Look as good as what? The magical non-raytracing global illumination algorithm that you are hiding from the rest of the world? I don't think "global illumination" means what you think it means. Reality check: ray tracing methods are the only way to correctly compute GI today. And by "correctly", I mean "does not fail miserably on the first non-trivial case encountered". Look up Ingo Wald's work, and Eric Veach while you're at it. If you can do it better, then do us a favor and write it up in a SIGGRAPH paper.
      --
      Music speeds up when you yawn, but does not change pitch.
    8. Re:why bash? by damnfuct · · Score: 1

      Oh! You're right! I see the error in my ways. Ragdoll physics and deformable bodies? Let's get rid of those -- no benefit AND it harms frames per second. Why would we waste computational power on that? Stupid. Also, 32-bit color is a waste of bandwidth; let's just render in two bit color. Black and white is close enough and way faster, too. Hell, while we're at it, let's all just stop making video games where we play football or shoot people and actually play football or shoot people. Video games are just a waste of computer power -- real life is infinity frames per second. :| REAL light is complex and not "global." I'm sorry, I don't think that a light source that illuminates *EVERY* surface evenly in an environment is "good enough." Maybe when we all had computers in the MHz range this was acceptable, but we're talking the (near) *FUTURE* here; lethargy and sloth are for failures. Advance the 'next gen' standard, and people much smarter than you will think of shortcuts to render quicker without compromising quality, as well as some more smart people will develop hardware to meet the needs. "Real-time" ray tracing has already been implemented, albeit on a 16-chip machine. Dare to dream, you'd be surprised where setting some "lofty but achievable goals" can get you.

    9. Re:why bash? by LingNoi · · Score: 0, Troll

      Whatever buddy have fun watching your povray render in a couple of hours/days if you want more reflects, i'm not arguing with an idiot..

    10. Re:why bash? by drsquare · · Score: 1

      I'd go one further, and say that everything on a computer is a hack. Unless you're actually building the scene, shining light on it, then capturing it with a camera to display on the screen, all your graphics are just algorithms, hacks and approximations.

      Ray-tracing is just a particularly inefficient hack.

    11. Re:why bash? by LingNoi · · Score: 0, Troll

      Ok, so how is this anyway related to my post? or Crytek's comments? Oh right, it's not.

    12. Re:why bash? by glyph42 · · Score: 1

      Wow, you sure told me. Straw man AND personal attacks... I guess you win.

      --
      Music speeds up when you yawn, but does not change pitch.
  8. Be smarter, not more forceful! by MessyBlob · · Score: 1

    We can't afford to render every pixel to infinite depth, so we must be smart. I predict that over the next five years or so, the techniques around ray tracing will develop. That's subtly different from saying, "We'll be using chips powerful enough to ray-trace." Video encoding took the same path, but now the stream contains enough information to make us believe that the information is there. While I don't believe that games will have every pixel in every frame rendered by ray tracing in the immediate future, I believe there will be a transition, where the likes of Intel and AMD (etc) are able to do more, but before this happens, we can be smart.

  9. Crytek...? by Anonymous Coward · · Score: 0

    As much as I'm open to the whole criticisms that developers make against such ideas like raytracing in realtime, the use of realtime raytracing isn't in the gaming market, rather it's focused on the markets that don't use GPUs or atleast don't use them for what Crytek uses them. So, their criticisms are valid, but not too relevant to Intel's target market (as they're more interested in the fidelity that raytracing can offer versus the raw frame rates). And in reality, only a handful of successful realtime raytracing projects exist, which is why I think Crytek is jumping the gun here with its criticisms, because if it isn't a big company like Intel that will waste the R&D funds on this then who will? God? The Easter Bunny? Who? Someone, logically and empirically so, must waste their money on the wrong answers to realtime raytracing (and realtime raytracing itself), otherwise no one can ever say they really know the potential of such technology (considering it effectively DOES NOT EXIST). Ultimately, Crytek's devs are trying to play armchair electrical engineer here, and being a fellow code monkey as they are I'll say this: STFU until you get a degree in electrical engineering otherwise you're wasting our RSS feeder's time with your banter. Sorry, but that's how I feel about it, mod this comment as you wish. :)

  10. Why he's not into ray tracing... by Alzheimers · · Score: 0, Offtopic

    Cevat Yerli is an INKER!

  11. Well... duh! by Yvanhoe · · Score: 4, Insightful

    Carmack didn't really bashed it, neither did Crytek. They just make it clear that you can't have rasterization on day N and have raytracing on day N+1. A 3-5 years transition period is very reasonable. Using raytracing optimally requires to change the whole data structure of the virtual world. It would require making new modeling tools, new rendering engines, integrating new possibilities into the game design.
    Keep also in mind that Intel proposes this as a future way of doing rendering. Their hardware is not even here yet. Given this, any prediction below 3 years would be quite surprising.

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    1. Re:Well... duh! by daveisfera · · Score: 2, Interesting

      Actually, Carmack did say that he thought it would never fully transition to raytracing. He said that rasterization would always stay a step ahead and could "emulate" or fake a lot of the effects that raytracing can pull off. He did say that a hybrid method showed the most promise, but he also spent the majority of the time talking about how his new idea (has some goofy name that I can't remember right now) would be the best option of all.

    2. Re:Well... duh! by Cthefuture · · Score: 1

      You don't need anything new to use ray tracing. Ray tracing is just a new lighting method. A few minor tweaks to an existing engine and you could use all the models and textures you were already using. The only thing that will change is the shadows, reflections, etc.

      At some point when the 3D models get sufficiently complex then ray tracing will become a lot more attractive. With enough complexity you can model the small details that are currently faked with textures. Those small details would be hard to light accurately with rasterization so this is where ray tracing would come in.

      Personally I'm finding as games become more realistic looking it's getting really hard to see anything. What we really need is true 3D displays where depth perception and eye focus can do its thing. A 100% realistic scene projected on to a 2D panel requires you to focus on everything at once which makes it difficult to see clearly.

      --
      The ratio of people to cake is too big
    3. Re:Well... duh! by Yvanhoe · · Score: 3, Informative

      Yes, you can do raytracing on polygons, but it kind of misses the point. For rendering polygons, Carmack is right, rasterization will probably always stay faster as long as triangles are bigger than 1 pixel.

      The point of raytracing is that instead of having a 100,000 polygons cloth animation to raster, you could have a smoother result with about 1000 control points on a mathematical surface.

      Today, game makers and modelers have the habit of breaking everything into triangles because of rasterization but the raytracing approach isn't limited to triangles; it can use any shape for which a collision with a ray can be computed. It is a very powerful approach but new tools have to be developed to use it to its full extent.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
  12. Re:why are you using CPU to do GPU's job? by Anonymous Coward · · Score: 0

    The current CPU technology is moving toward multi-core and it is just what ray-tracing needs. What you need to accelerate RT is to have 1 or 2 cores handle the k-D tree space parsing, and then reverse ray trace from the display with each ray utilizing a hardware thread. GPU technology has long been utilizing the multi-core method, but currently, they don't have the optimized k-D tree space parsing component. Even so, utilizing the nVidia CUDA package, you can squeeze 40+ FPS out of RT at 1280x1024. RT hardware just need some time to mature. It is an inevitable trend due to the hardware vendors keep on fitting more cores into a single chip and abandoned their efforts in improving on single core chips now.

  13. 1. Consoles 2. ??? = Ray Tracing! 3. Profit? by Colonel+Korn · · Score: 4, Interesting

    Let's surmise for a minute:

    The problem with ray tracing, as Carmack said, is that it will always be much slower than raster-based graphics with a given amount of computing power. He pointed out that there's nothing impressive about Intel's demo of a game from two generations ago running sort of acceptably at moderate resolution on an overpowered Intel demo system. He said that they'll never be able to produce a ray traced engine competitive with the state of the art raster-based games, so the ray tracing, while technically satisfying, will in every case offer poor performance for inferior graphics.

    All of this boils down to a time lag. If raster graphics can do something in 2008, ray tracing can do it in 2012, etc. What if raster graphics stopped progressing for four years? Then ray tracing would have a chance to catch up, perhaps leading to new engines and APIs based on ray tracing, which would ensure long term use.

    But wait...raster graphics have already been at a standstill for two years, for the first time since their inception. When the 360 came out and then the 8800 line showed up to put it firmly in its technical place, gaming graphics capabilities suddenly stopped. Not only did nVidia have its first unassailable lead over ATI in a long time, but suddenly the PC gaming market finally showed very strong signs of finally dying. Most of the remaining PC game developers shifted development to consoles, leading to (again as Carmack pointed out) a stationary graphical hardware target for new games. The overall number of PC gamers managed to stay high, but literally almost all of them were playing World of Warcraft, which has very low graphics card requirements.

    Now two years have gone by, and WoW still dominates PC gaming, while only a few games have shown up that really push current hardware, with few people buying them. It's a pity that the most graphically impressive game is also quite mediocre when it comes to gameplay. There's very little market pressure on nVidia outside of the small enthusiast community, and they've managed to milk a 4x hardware lead over consoles for an unprecedented length of time. The graphics card industry used to beat the living crap out of Moore's Law, but now they've managed to eek out a 10% improvement in over two years, which is just sad. The next generation parts may or may not be coming soon, may or may not bring a large performance boost, and may or may not have any software at all to really justify their purchase.

    Going waaaaay back to the beginning, CPU speeds over this same time period have been keeping up with their normal exponential increase in power. At this rate, it would only take two more generations of PC gaming failure for ray tracing on the CPU to catch up with rastering on the GPU, and if that happens, it could end up going to consoles. Hell, it might even be good for PC gaming's health. Currently most console players have a PC, but with its Intel integrated graphics it's only suited to playing games from 6-8 years ago. Already those same PCs can probably match that with ray tracing. If games were only dependent on CPU speed, they'd be a lot more accessible and easily played by a much larger part of the population.

    --
    "I zero-index my hamsters" - Willtor (147206)
  14. This was settled in a recent demo by gigertron · · Score: 0

    By the new group 'NDivia': http://pouet.net/prod.php?which=50006 Note that the reflection on the chrome sphere rolling over the checkerboard during the 'Raytracing sux lol' scene is actually being raytraced in shader code.

  15. Intel pushing ray tracing... is like Exxon ... by syn1kk · · Score: 1

    promoting a new car engine that everyone wants b/c it is so "good" ( lots of horsepower, torque, etc ) ... but the desirable "good" traits come at the price of a tradeoff of more "good" vs less miles-per-gallon.

    -----

    Aside from the horrible metaphor to explain my point. I am basically saying that it sounds very much like ray tracing is something Intel wants everyone to use ... b/c by using it everyone will need faster computers... the need for faster computers means everyone needs to buy more Intel products.

    I guess my question is, wouldn't it be better to invest 5 years in current "rasterization" rather than 5 years in "ray tracing" ?

    It seems like rasterization will get the similar quality but for require less processing!?

    So why would you use a technology that requires more expensive hardware to do the same thing but with less expensive hardware?

  16. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  17. simplicity wins by sgt+scrub · · Score: 3, Insightful

    Like all technology races, simplicity wins. If Intel provides tools that make it easier to develop ray tracing games, the GPU will be displaced.

    --
    Having to work for a living is the root of all evil.
    1. Re:simplicity wins by IdeaMan · · Score: 1

      I disagree.
      Killer apps drive technology adoption. A properly coded ray-traced killer game (like say where a waterfall finally looks right) could cause ray-tracing adoption.

      --
      They ARE out to get you simply because They are in it for themselves and they don't care about you.
    2. Re:simplicity wins by sgt+scrub · · Score: 1

      wait. what is wrong with the waterfalls in oblivion?

      --
      Having to work for a living is the root of all evil.
  18. Who needs ray tracing? by Anonymous Coward · · Score: 0

    When you can have graphics like this?

  19. Raster engines == big $$ by Anonymous Coward · · Score: 0

    Keep in mind that companies selling graphics engines (such as Crytec) have a vested interest in maintaining the complexity that is associated with raster graphics. A move toward ray-traced games would help level the playing field with regard to visual quality and render (no pun intened) the R&D companies such as Crytec and Epic have put into their massively expesive engines somewhat null and void.

    If I was Epic and I could sell an engine for 750k a pop, I certainly would have a vested interest in maintaining the status quo.

  20. STOP THE PRESSES! by skia · · Score: 0

    Wait, so developers who have decades of experience in rasterized graphics are speaking out against a technology that would render said experience obsolete? How can this be?!

    --

    --

  21. First out of the gate? by Anonymous Coward · · Score: 0

    And as history has proven, the first out of the gate often earns the most money. (At least in the short term.) I seriously doubt that. In fact usually the pioneers get the least amount of money.

    Was MySpace the first social networking site?

    Was World of Warcraft the first MMORPG?

    Consider Ford versus Toyota/Honda/etc.

    And countless other examples, pretty much anything outside of patent stuff.
    1. Re:First out of the gate? by AKAImBatman · · Score: 4, Insightful
      Your comment doesn't make a lick of sense. I mentioned that the early entrants into a new market make the most money in the short-term. You then try to refute my argument with a long-term argument. Logic error. Danger Will Robinson. Danger!

      Was MySpace the first social networking site?

      No. That dubious distinction belongs to Classmates.com, a site launching in 1995 that did quite well for itself and is still going strong. (Oddly.)

      Was World of Warcraft the first MMORPG?

      Neverwinter Nights, Ultima Online, and Everquest (nay, Evercrack!) were all highly successful and made their creators a lot of money in the short term.

      Consider Ford versus Toyota/Honda/etc.

      Consider what? Ford went gangbuster when it released the Model T to the market. In the short term, Ford's assembly-line approach effectively handed them the market. Toyota and Honda weren't competitors for nearly 80 years!
  22. Perhaps OT by jjohnson · · Score: 2, Interesting

    But how much better do game graphics need to be?

    I played the Crysis demo on a recent graphics card, and was suitably impressed for ten minutes. After that, it was the same old boring FPS that I stopped playing five years ago. Graphics seem stuck in the exponential curve of the uncanny valley, where incremental improvements in rendering add nothing to the image except to heighten that sense of 'almost there' that signals to the brain that it's *not* photorealism.

    This isn't meant to be the same old "it's the gameplay, stupid" rant that we get here. It's simply to question why any real work is being done on rendering engines when we seem to long have passed the point of diminishing returns.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Perhaps OT by BlacKat · · Score: 1

      Because if you keep doing incremental improvements you just may climb out of the uncanny valley... if you never bother to try you will just stand at the edge, on the wrong side of the valley.

      Not working on new technology for rendering would be something akin to the patent office declaring everything had already been invented so they might as well close down... which didn't happen.

      Personally, having grown up on 8-bit systems (Atari mostly), then 16-, 32- and now 64-Bit processors... in my lifetime... I can't wait to see what the next few decades will bring. :)

    2. Re:Perhaps OT by drsquare · · Score: 1

      I agree. I remember the days when games like Mario 64 were coming out, when 3D was a huge novelty and something to get excited about after decades of 2D games. Nowadays, graphical improvements generally just mean slightly sharper textures, a bit more draw depth, some fancy lighting technique you don't notice anyway unless you're looking for it etc.

      I'd rather developers concentrated on making games look better with artwork, animation, modelling, scenery etc, rather than just throwing endless buzzwords at the same shit we've been looking at for the last decade.

    3. Re:Perhaps OT by MikeBabcock · · Score: 1

      So have you played Motorstorm or Uncharted: Drake's Fortune for the PS3?

      Uncharted especially has beautiful animations and excellent textures.

      --
      - Michael T. Babcock (Yes, I blog)
    4. Re:Perhaps OT by IdahoEv · · Score: 1

      It's simply to question why any real work is being done on rendering engines when we seem to long have passed the point of diminishing returns.

      Because people keep spending money to buy the new tech. It sells. There's money in it. No other reason is necessary for the companies to want to improve. (There may be other reasons, but that one is sufficient.)
      --
      I stole this sig from someone cleverer than me.
  23. A word about raytracing purism. by SilentBob0727 · · Score: 4, Interesting

    Personally, I'd love to see realtime raytracing see the light of day because I recognize the math behind it as more "pure" than rasterization. Of course there are several algorithmic hurdles preventing pure realtime raytracing from seeing the light of day, unless you start to hyperparallelize the operations in a dedicated GPU, and even then there are obstacles; in the worst cases, a ray can bounce along an infinite path, dividing into multiple segments as it goes, leading to infinitely branched recursion until some heuristic or another cuts it short. And as we all know, "heuristic" is a fancy word for "cheat".

    Further, raytracing cannot handle advanced refraction and reflection effects, like the surface of water causing uneven illumination at the bottom of a pool, or a bright red ball casting a red spot on a white piece of paper, without preemptive "photon mapping", which is another cheat.

    In short, we have not been able improve upon the original raytracing algorithms without "cheating reality". Modern raytracing that includes photon mapping is a hybrid anyway. So the raytracing purists really have nothing to stand on until there's enough hardware to accurately calculate the paths of quadrillions of photons at high resolution sixty times a second. I'm not saying we won't get there, I'm saying probably not within this decade.

    The reality is, the only advantage raytracing has over rasterization is its ability to compute reflection, refraction, and some atmospheric effects (e.g. a spotlight or a laser causing a visible halo in its path) with "physical" accuracy. The capabilities of rasterization have grown leaps and bounds since the 1960s, roughly linearly in proportion to available hardware.

    Purists be damned. A hybrid of each technique utilizing what it's good at (raytracing for reflection, refraction, and atmospheric halos, rasterization for drawing the physical objects, "photon mapping" for advanced reflection and refraction effects) is likely the best approach here.

    --
    Life would be easier if I had the source code.
    1. Re:A word about raytracing purism. by Have+Brain+Will+Rent · · Score: 1

      in the worst cases, a ray can bounce along an infinite path, dividing into multiple segments as it goes, leading to infinitely branched recursion until some heuristic or another cuts it short. And as we all know, "heuristic" is a fancy word for "cheat".

      If the algorithm determines the ray can no longer make a visually significant contribution to the final pixel value is ending the recursion a cheat or simply an optimization?

      Further, raytracing cannot handle advanced refraction and reflection effects, like the surface of water causing uneven illumination at the bottom of a pool, or a bright red ball casting a red spot on a white piece of paper, without preemptive "photon mapping", which is another cheat.

      Ummmm, yes it can.

      In short, we have not been able improve upon the original raytracing algorithms without "cheating reality".

      Ray tracing is "cheating reality" from the get go since it completely ignores the wave nature of light (and for that matter the wave nature of matter).

      Ray tracing is, or was, usually seen as a more elegant solution to the problem than rasterization since ray tracing more closely models the problem itself (in an isomorphic kind of way). Rasterization was originally the easier of the two to implement in hardware while ray tracing was easier to implement in software. If that situation had been reversed, and the billions (when you include market spending) thrown at hardware rasterization had been thrown at hardware ray tracing then we might have real-time hardware ray tracing on a chip today. That's just not the way it went.

      --
      The tyrant will always find a pretext for his tyranny - Aesop
    2. Re:A word about raytracing purism. by benhattman · · Score: 1

      Why the knock on photon mapping? After all, ray tracing only work like real life if you define "like real life" to mean exactly the opposite of real life. So really, pure photon mapping is the only technology that would be 'completely pure'. Too bad it scales so horribly.

      So me, I'll get excited when Intel announces on-the-chip real-time photon mapping is imminent.

    3. Re:A word about raytracing purism. by SilentBob0727 · · Score: 1

      Ummmm, yes it can. Yes, with a gargantuan performance hit. In other words, it is one of the "real-life" effects it can't do easily or well.

      That's just not the way it went. Rasterization far more optimizable than raytracing, and yields very easily to increased-hardware solutions. Raytracing is impeded by serious fundamental scalability issues at the algorithmic level.
      --
      Life would be easier if I had the source code.
    4. Re:A word about raytracing purism. by SilentBob0727 · · Score: 1

      It's not a knock on photon mapping. It's an honest look at the feasibility "pure" raytracing, drawing on my knowledge both from having written my own limited raytracer and having used POV-Ray (among others) for well on 10 years now. In fact, I like the effects of photon mapping immensely, but it isn't raytracing.

      The cheats that must be enabled for rasterization-based reflection and refraction can be overcome simply and elegantly using raytracing algorithms. So rather than argue for rendering method purism, which forces us to look at these solutions as "cheats", I think a multi-tiered approach augmenting known, well-tested rendering methods (like rasterization) with the strong suits of other methods (like raytracing and photon mapping) to overcome its weaknesses is the strongest solution.

      --
      Life would be easier if I had the source code.
  24. Re:Ray-Tracing Extremely CPU Intensive NOT! by Dzonatas · · Score: 1

    If a modern ray tracer spents hours on a frame, it would be so realistic that there is no current GPU that could even match the quality. You, sir, have surely exaggerated. Only thing ray-tracers have advantage over GPU is fast dynamic scenes. The GPU has been a remains a major memory bottleneck. A quadcore does very nicely to render fast frames rates with a ray tracer.

    If one wants to argue that people won't spend any extra money for it, go look at the tons of people that multi-box on WoW and how much money they spend for 6 or more computers!

  25. I, for one, welcome our hybrid renderers by Anonymous Coward · · Score: 0

    All these rants against one or the other (raytracing/rasterization) are such a total waste of time that many people just ought to get a life. Oh wait.. this is Slashdot.

    I wonder when people will start seeing the forest for the trees in this issue. First of all, it's an apples and oranges comparison. Second, most of the articles on game development sites pitting the two against each other don't pass the laugh test. Total garbage. I mean, you really need to fix the application domain and the relevant constraints to be able to make any kind of a reasonably objective judgment. Furthermore, you just need to your homework on both and at least try to pretend that you're being objective. Even at that point, if you're not careful, you're still probably making an apples and oranges comparison.

    Let us unite in the name of rendering. Let us bring together these gems of human intellect:

    Rasterization and ray tracing!

    Ray tracing meet rasterization. Rasterization meet ray tracing.

    Raytracer: Nice to meet you, Mr. Rasterizer.

    Rasterizer: Hello, Mr. Raytracer. Pleased to meet you.

    Raytracer: Hey, you know what, I've been thinking that it would be a blast if you could trace my primary rays, Mr. Rasterizer? Oh sorry, forgive me.. Rasterize my primary rays.. Umm. Anyway, there's a lot of coherence between those rays there that I think you could really take advantage of. How does that sound?

    Rasterizer: Yeah, sure, why not! I'd like to ask you a favor.. Would you be so kind as to tracing some secondary rays for me.. You know.. they're really incoherent and I totally suck at that.. Like sampling the lighting integral.. I've heard stories about Final Gathering or some such. Anyway, there are all kinds of nice things that you and I can achieve together.

    Raytracer: It's a deal, Mr. Raytracer. Let us join forces and bring about a new era in uber-cool computer graphics!

    -- Jani

  26. That timeline sounds perfect... by divisionbyzero · · Score: 1

    Larrabee won't be ready for primetime till 2010-2012.

  27. Growth of technology. by MaWeiTao · · Score: 1

    I don't see how a particular technology can be criticized based on today's limitations. It would be like someone in 1985 completely discrediting 3D because computers back then couldn't handle it. Why bother with 3D when 2D games provided a suitably entertaining experience.

    While some of today's games certainly look impressive they've still got a long way to go because they can be deemed realistic. Actually, I find photo-realism to be bland. It's kind of like photo-realistic paintings. Certainly, the technique is extremely impressive, but ultimately, what's the point if the end result looks no different than a photograph?

    I'll concede, however, that realism in gaming is a bit different. There is a big place for it in the future of gaming if for no other reason than to provide a holodeck-like experience.

    That said, I don't think console and PC gaming is even on Pixar's level in terms of sophistication of graphics. They're very good, but they don't yet come close in terms of animation, detail, textures or lighting.

    I don't know all the technical details of ray tracing, but to me I'd say the big advantage would be how it affects production. Current games require a considerable amount of work in order to reproduce all kinds of visual effects. With ray tracing a developer merely has to designate a surface as reflective or drop a light somewhere in the scene; the hardware handles all the math and everything comes out automatically looking right.

  28. Hrm... eight cores... in-order only processing... by divisionbyzero · · Score: 1

    This sounds familiar... Oh yeah, it's the Cell. Of course, it won't be the Cell, but I think it competes with that more than traditional GPUs.

  29. Re:Hrm... eight cores... in-order only processing. by Anonymous Coward · · Score: 0

    8 cores kind of sucks. Traditional GPUs already have >128 cores. By the time Intels stuff comes out GPUs will have probably >256 cores.

  30. Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? by Anonymous Coward · · Score: 1, Insightful

    So you're saying there is no market pressure on nvidia because everyone keeps playing WoW and are happy with their current gfx card?
    How exactly is the lack of need for better gfx going to create a market for raytracing? In this situation the only reason to switch to raytracing is when your gfx card brakes down and you already own a cpu with 128 cores.

    Also, the cpu is not idle in games, there are other things to do besides rendering, like collision detection and AI.

  31. Raytracing vs Rasterization by unrealmp3 · · Score: 1

    Raytracing could be a step in the right direction for photorealism, but personally I don't really care that the water is not reflecting exactly as it should in real-life. As long as it reflect in a realistic manner without being 100% accurate, I don't really care about raytracing.

    1. Re:Raytracing vs Rasterization by Anonymous Coward · · Score: 0

      There is SO much more that can be done by shooting a couple of them rays than specular reflections... so. much. more.

  32. Same reason banks want you to invest by billcopc · · Score: 2, Insightful

    Intel is pushing raytracing, not because it's the right thing to do, but rather because it directly benefits Intel by increasing demand for fast multi-core processors.

    Bankers push investments, not because it benefits you, but because it benefits them! Intel, as a corporation, is interested in your money, not your best interests.

    --
    -Billco, Fnarg.com
  33. mmm ray tracing by bigtangringo · · Score: 1

    I'll take ray tracing, TYVM. I think if ray tracing had near the amount of resources invested in specialized hardware, I think we'd see things like this, and this in our games.

    --
    Yes, I am a smart ass; it's better than the alternative.
  34. What about using shaders? by Phydeaux314 · · Score: 1

    A lot of people here are saying that performance is a killer for raytracing in games, and that you need specialized hardware like we have for rasterization now. I would suggest taking a look at the demo set up by the fellow below - he made a raytracer that runs on the GPU. Windows only, sadly, and you'll need an 8800 or better. But - still worth looking at. http://sio2.g0dsoft.com/modules/wmpdownloads/singlefile.php?cid=3&lid=23

    --
    Never underestimate the stupidity inherent in all human beings.
  35. Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? by rmoll · · Score: 1

    Well, there are some that are worth buying- the game that got me to upgrade my video card is "Bioshock". Best game in years. You can download the demo free from Steam (also free) and play a level. Very impressive.

  36. Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? by Colonel+Korn · · Score: 1

    So you're saying there is no market pressure on nvidia because everyone keeps playing WoW and are happy with their current gfx card?
    How exactly is the lack of need for better gfx going to create a market for raytracing? In this situation the only reason to switch to raytracing is when your gfx card brakes down and you already own a cpu with 128 cores.

    Also, the cpu is not idle in games, there are other things to do besides rendering, like collision detection and AI. Hey, someone read my weird rant. Good for me.

    Yes, the scenario I describe is one in which no graphics stagnate, removing demand for higher end discrete graphics cards until eventually CPUs catch up and can meet gaming needs without a GPU. If everyone can get the same experience pegged at 60 fps with just the CPU, why pay nVidia for a graphics card?

    In case you didn't notice, I hate this scenario. I think ray tracing is never going to be technically competitive. I also think that my story is weak because it ignores that nVidia will be working on graphics chips for new consoles that will be based on technology that can be easily ported to PCs. Stepping back from my extreme example, however, I imagine the market moving in that direction, with the result being that for the first time consoles could have graphics comparable to PCs for most of their product cycle, and possibly even beat PC graphics when they're new. If you think this has already happened, you haven't been paying attention.
    --
    "I zero-index my hamsters" - Willtor (147206)
  37. Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? by Anonymous Coward · · Score: 0

    But wait...raster graphics have already been at a standstill for two years Perhaps in the form that's currently available to consumers but the algorithms for advanced lighting from rasterizations continue to advance like crazy and it will only be a matter of time before triggering a multi-bounce radiance transfer, subsurface scattering, etc. will be API'd up to the point where it will be as simple as shadow mapping, stupidly fast and buttery smooth.

    Raytracing is going to come chugging into the realm of acceptability just in time to see scanline's caboose receding over the horizon and gathering speed (sorry, OB transportation analogy).
  38. Re:Of course he's going to bash it... by mdm-adph · · Score: 1

    Man, I hate it when stupid people are awarded mod points... Flamebait, seriously? Did you not see the "rampant speculation" tags?

    --
    It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
  39. hours per frame? by j1m+5n0w · · Score: 1

    There are some fine real-time ray tracers out there that have interactive frame-rates with moderately complex scenes on reasonable hardware. Try the arauna demo, for instance. (Note: you probably need windows to run it, wine didn't work for me.) There are others as well; Arauna just happens to be one I've tried out recently. I got about 20fps or so on a friend's dual-core laptop at a resolution somewhere around 640x480. Not fast enough to throw out the GPU just yet, but usable. Somewhere between N-64 and Gamecube-level performance.

    Real-time ray tracing is still quite a bit slower than GPU rendering on typical scenes, but hardly "hours per frame", unless you're rendering frames for a movie or doing an art project and care more about realistic lighting effects than performance. (I think too many people have tried povray in the 90's on their old 486s and still think somehow that's as fast as ray tracers ever will be.)

    There are a lot of ways to make a ray-tracer slow: photon mapping, radiosity, path tracing, using primitives that have slow ray-intersection tests, using the wrong acceleration structure, excessive reflection, many light sources, etc.. but if you're just rendering triangles, it's quite possible to get usable interactive performance out of a good ray tracer on current hardware. We can add all those "slow" features that pixar et. al. use when the hardware (and algorithms) are ready for it.

  40. dynamic scenes by j1m+5n0w · · Score: 1

    Only thing ray-tracers have advantage over GPU is fast dynamic scenes.

    I would say it's the other way around; ray tracers aren't particularly good at dynamic scenes because then you have to rebuild the acceleration structure when something moves.

    That said, there has been a lot of progress lately into addressing this. The Bounding Interval Heirarchy (bih) for instance can be updated very quickly using an in-place sort very much akin to quicksort, and produces trees that are, in general, a bit slower to traverse than kd-trees but can be constructed a few orders of magnitude faster.

    Ray tracing a million snowflakes all moving in different directions is going to be a very hard problem for awhile, but basic animation is quite doable.

  41. Good by sanini · · Score: 1

    Good for me. Kurtlar Vadisi

  42. Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? by Anonymous Coward · · Score: 0

    Let's not forget that raster graphics' required horse power increases linearly, e.g. for 10 times the polygons you need 10 times the cpu power, 2^32 times the polygons you need 2^32 times the cpu power.
    Ray tracing on the other hand increases it's calculation needs logarithmically, so for 2^32 times the polygons you need only 32 times the cpu speed. So it will not be a N, N+1 thing but more like at one point ray tracing will be equally viable on that day's hardware and we'll never go back.