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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."

7 of 151 comments (clear)

  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 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.

    2. 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.

  2. 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?
  3. 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.

  4. 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.
  5. 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!