Intel Shows Off Quake Wars, Ray Traced
An anonymous reader writes "At the Research@Intel Day 2008, Intel showed a ray-traced version of Enemy Territory: Quake Wars. Compared to the original game, a water with reflections and refractions and a physically correct glass shader were added. Also, a camera portal with up to 200 recursions to itself has been demonstrated. To show off this ongoing research in the topic of real-time ray tracing, a four-socket system with quad cores has been used that allowed rendering the enhanced visual effects in 1280x720 at 14-29 fps. Just two years before, early versions of Quake 4: Ray Traced ran only at 256x256 with 17 fps. Even though Intel's upcoming Larrabee will be primarily a rasterizer, the capabilities for also doing ray tracing on it should deliver interesting opportunities."
What ever happened to voxels?
What NovaLogic called a "voxel space" in Comanche was really just a height map. I guess the reasoning is that a height map is just a run-length-encoded representation of a voxel space.
A lot of power for some eye candy. IANAG(gamer) but it seems to me that more investment into the story line and playability would go a lot further than raising the system requir --oooh shiny!
If video games influenced behavior the Pac Man generation would be eating pills and running away from their problems.
No screen captures, just pics taken with a camera? Um, Ok.
With enemeies like that, who needs frames.
Is there a reason why the textures (especially those on the chopper but in general as well) look extremely poor quality? Was this done on purpose to increase the FPS?
What an amazingly unimpressive demo or Larrabee sucks as much as people have been claiming.
Not as dangerous as Enema Territory to be sure, but probably more fun.
Intel, you've done what only you can do! With $6,000 worth of top-of-the-line processors, you've almost duplicated the performance of a $60 RADEON 2400XT. Except with better reflections. Although even pixel-perfect reflections of crappy textures are, by definition, crappy textures. You're going to crush nVidia any day! I feel it, keep smack-talking!
I know it's all computationally intensive and impressive in that aspect, but pictures in the article don't really look much better than your average videogame. Same triangular shapes, ugly, clearly "rendered" landscapes.
I wonder if anyone tried to do hardware acceleration with, say, splines or something other than triangles.
Hyperom.com
Most people don't understand the beauty of ray tracing .... oh wait a minute, most people are DUMB! that's right >;D
...
Seeing these comments reflects very well the average human intellect about a subject before talking about it.
Then what's so special in ray tracing versus rasterization?
It's actual real world based mimickery. Ray tracing mimicks how real world works.
Ask yourself would you prefer physics to correlate to real world physics, or something quickly around the corner which is something like that but not quite? That's the difference between rasterization and ray tracing. Rasterization comes close, but never is quite the real thing, while ray tracing works to replicate real world physics of light.
Yes, it actually is physics calculations, in this case, the physics of light and visualizing it.
Then there's things like radiosity tracing aswell
With Raytracing / radiosity tracing just provide enough computational power, and you can make it look real, like an photo. With rasterization you can't do that, to rasterize, and make proper looking shaders, they never get quite there, but even doing the shaders, you need to think about how the real world works first, how light travels, how it interacts with what it hits, in other words how the rays interact with objects.
Rasterization is JUST a cheap trick to make it look something like that, nothing else.
It's a bit like comparing veggie soy "meat" to the real thing It's something like it, but not really, just a "cheap trick".
Now they used 16 cores to that, 4 cpus. Moore's law, CPU power doubles every 18 months, that means JUST 3 years before high end home users can enjoy something like that. in 4.5 years it becomes common, 6 years and it's every day. Be prepared for the coming of Ray Tracing. In about 7.5 to 9 years all graphics are probably ray tracing.
And that all without any software, or architectural advantages, it'll probably happer sooner with Intel making a hard effort to make it reality.
Pulsed Media Seedboxes
The images clearly show that they are using simple colour mapping for the textures (especially the helicoptor). What I want to know is, can pixel shaders be used with ray tracing?
Sorry, being an industry insider, I have to post as an anonymous coward here.
There is no lighting, normal mapping, or material fidelity here. So this is a long way from being the quality of a final product, but it is a good demo and a start in the right direction.
No, it runs on Linux ergo it cannot suck.
The GNU has spoken.
Where's the HD video of the enhanced visual effects in 1280x720 at 14-29 fps?
Every time ray tracing technology is shown off, I can't help but marvel that the long held dream of games filled with reflective spheres can finally be enabled.
If you look at the crytek engine and how it calculates screen ambient occlusion, then you find there is a mix of ray tracing and raster technology. For instance, its suspected, they simulate a ray tracing but against the depth buffer in a fragment shader to get ambient occlusion.
By the way, please don't publish pictures on t.v. sets. It hurts the eyes.
Ultimately, ray tracing is going to win but not at 13 frames a second.
one - you're about to be deluged by haters. I've said these very things here and the haters are quite enthusiastic. They're also wrong.
two - the other guys aren't standing still either. No doubt the other guys are looking into ray tracing now that the level of tech to support it is coming around.
Raytracing, for the win.
Help stamp out iliturcy.
That so many geeks need to get outside more. Oh wait, they do!
Honestly it isn't like either ray-tracing or raster graphics will cure hunger or disease, so to me "close enough" is good enough. It's just entertainment after all.
No sig for you!!
I like POV-Ray for many of the same reasons; the syntax is very friendly and the available primitives give a lot of flexibility. Most of the fastest real-time ray tracers just support triangles, though, because it makes them simpler and you don't have the overhead of deciding which ray-intersection function to use with each primitive.
I think a typical game developer isn't likely to care if they can make exact spheres and cones and such; the majority of real-life objects aren't perfect quadrics, and are most conveniently represented as triangle meshes. Some might be interested in the added flexibility, though. It'll be interesting to see if any popular ray tracing APIs are going to support anything besides triangles.
POV-Ray itself isn't likely to be competitive with real-time ray tracers any time soon. It just isn't designed for speed. I've been writing my own ray tracer in haskell (link) that implements a lot of the same primitives as POV-Ray, (spheres, cones, boxes, differences, intersections, discs, triangles, planes) and uses a good, modern acceleration structure (BIH). It's not really any faster than POV-Ray, though, and doesn't support the vast majority of POV-Ray's obscure features.
and the DVD has been defiling its bloody corpse for nearly a decade now...
why bother putting thought and work into actual gameplay and mechanics when we can just make the game prettier?
sadly all too many gamers are locked into the "better graphics = better game" thinking as well which doesn't help the problem.
"Jazz isn't dead, it just smells funny" ~Frank Zappa
EdelFactor
Quoting min-max isn't what's needed, minimum is all that's required, my rig can, if looking directly at the ground, clock over 1000fps in some games, but that is of course a useless measure of the machine.
:P
Minimum usable framerate is around 35fps, if a fps drops under this, don't bother. Particularly don't bother if its going to cost 10 times the price for one tenth the framerate
...
Phillip Slusallek was demonstrating full screen real time raytracing using a custom RPU (raytrace processing unit) in 2005, and that unit was running at less than 100 MHz. For a fraction of the hardware cost of a quad quad core system, you could do real time raytracing with less hardware investment than a modern GPU.
For a few years we've heard of Quake3 and 4 rendered by distributed machines but there's nothing we can download and try out ourselves.
pfft... and John Carmack said that they were going the wrong direction with ray tracing. Shows how much he knows. And they only pulled it off with 4 quadcore processors at 15 FPS. That'll show you! Maybe someone should tell Carmack to go back to developing new shades of black instead of dealing with the light! /sarcasm
John, if you're reading you'd probably be one of the better people to drop some comments here.
Writing apps for huge number of processors is a bit of a nightmare, but ray tracing is a problem that fits very neatly in this world. A ray tracer can be very small, so once loaded on a processor, it can just munch through data (the scene) until it's finished. A collection of stream processors with read access to main memory (or a large pool of memory where the scene lives) would be perfect. If you have a pixel shader with read access to main memory, draw a single quad over the view, and have each ray tracer in pixel shader form and you get what I mean.
Remember camera you could mount on your shoulder, facing backwards in System Shock? It was useful.
http://www.pcghx.com/aid,646920/News/Video_shows_ray_traced_Quake_Wars/
The other good thing is that ray tracing scales up almost linearly with the number of cores and chips. (Whereas there's a diminishing return for each additional GPU with traditional rendering).
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
I had completely forgotten I used dream about this, but finally it is here:
Scenery eerily similar to Myst (even the tree models), but raytraced in real time.
sudo ergo sum
"Lighting", normal mapping, etc. are short-cut approximations that are tweeked to look good with current graphics systems. You simply wouldn't use these techniques if you had a ray-tracing engine.
To get your beloved 'material fidelity' you would need a machine fast enough to ray-trace with a larger number of 'rays' and be able to 'bounce' and 'absorb' those rays per material.
FUNK!
and it was rejected. Thanks /. editors - for NOTHING.
I worked with the 6809, and let me tell you, when I had to once program on a 6502, with it's freak'n ONE register, I just about crapped my pants! The 6809 waxed the 6502's ass!
When I heard this Ray Tracing on CPU while GPU would do it in a fraction of time story, I jokingly said "Intel finally admits they can't do Graphics thing."
Next, IBM will show Crysis doing 120 FPS on their Bluegene/L massive supercomputer.
I'm a bit confused. Isn't the likely / adequate / improved implementation (beyond normal) just:
1) render the scene normally
2) for those items that are transparent or reflective (e.g. not all & usually not many), ray-trace them (e.g. refract, reflect)
This give you 'true reflections' on glass/water/shiny/etc. & refraction through water, lenses, etc. A significantly better image than 'shaded' polygons. Limiting the set of pixels limits the cost significantly. You don't need to do the 'whole' scene.
Single source (e.g. camera-eye) Ray-tracing doesn't give you shadows, for that you need to trace from surface back to light source(s).
To be fancier, you really want real-time radiosity.
Seuss - I'm telling you this 'cause you're one of my friends. My alphabet starts where your alphabet ends
Just in case it isn't clear, this is just a tech demo some guy at Intel put together. It's totally academic/proof-of-concept, and doesn't have anything to do with the actual game.
:) Just gameplay.
The game they modded was Enemy Territory: Quake Wars made by Splash Damage - the same guys behind the multiplayer component of Return to Castle Wolfenstein and Wolfenstein: Enemy Territory.
The game is already released. It uses an updated version of the Doom 3 engine and actual game doesn't use ray-tracing.
As for storyline, it is a team multiplayer game like Wolfenstein: Enemy Territory was (and TF2 is, etc) so there really isn't much of one
Why, yes I have been touched by His noodly appendage. And I plan to sue.
This article is about a tech-demo based on the actual game, not the game itself.
But you mentioned demos, so if you want to try out the demo of the actual game, here it is:
http://community.enemyterritory.com/?q=node/225
Team-based objective multiplayer is tons o' fun.
Why, yes I have been touched by His noodly appendage. And I plan to sue.
They aren't promising anything - this is just a tech demo by an academic guy now employed by Intel - not a game advertisement.
It's essentially a "gee whiz" engine mod - the game itself came out months ago and was made by a totally different company. The actual game uses a modified Doom 3 engine and doesn't use ray-tracing at all.
Why, yes I have been touched by His noodly appendage. And I plan to sue.
The reason why is that suddenly there's no specific code to write for every material. Right now the graphics artist supplies a description of an object - its shape, its textures, etc. They have "materials" but these are often broken down into very special parameters for a raster based system. If I have a car window in current graphics engine the car window has code associated with it to describe how it reflects the world. In a ray traced system, the car window is described by the artist as "glass", which uses standard fields for a material that reflects how light is rendered. The whole system becomes data driven, and the graphics programmer is left to design a more efficient engine, not extra tricks around making materials render faster.
What's all that mean? It means that better looking game engines are within grasp of smaller and leaner dev teams. Less funding is required to make a game, less time is required to make it, so risk drops and more "out there" games can be made. The reason you see the same game sold every year is that the same game is a safe bet. To maximize return you need to minimize risk, and tech like this helps make it a safer bet to take a risk on a new type of game.
I find it truly bizarre that your insightful comment was modded as flamebait... apparently some wannabe hacker was offended.
I know (I've written code for Cell), but I was thinking more of a sea of stream processors. It's a great way of using them all. :-)
DOWNLOAD VOXELSTEIN 3D!!!! YOU WILL NOT REGRET IT. http://voxelstein3d.sourceforge.net/