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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."

3 of 368 comments (clear)

  1. Re:Meh by larry+bagina · · Score: 0, Flamebait

    I guess you don't realize it, but POV-Ray is not FREE (as in GPL) software. While it is free (as in beer), users are denied fundamental human rights that the GPL enforces. Using and advocating POV-Ray is counterproductive.

    --
    Do you even lift?

    These aren't the 'roids you're looking for.

  2. call your bullshit.... Re:Height maps by leuk_he · · Score: 1, Flamebait
    There were workarounds for self modifying code (VirtualProtect) and if you were a developer you were aware of this. The real trouble comes when you want to run this code on a out of order cpu (P5). If it runs you loose a lot of performance with self modifying code.

    and of course it gave me the opportunity to refer to it as a dynamic synth compiler :) The bitches were all over me, dawg! I get the technical part, but the part about "bitches all over me" makes it unbelievable.
  3. Re:Why? by Swampash · · Score: 0, Flamebait

    I'm trying to think of a gorgeous game that sucked...

    Unreal, 1998.