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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."

21 of 368 comments (clear)

  1. Why? by Iamthecheese · · Score: 5, Funny

    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.
    1. Re:Why? by shermo · · Score: 5, Insightful

      Certainly more gameplay and a decent storyline would make it a better game. But sadly, fancy graphics will probably sell more on opening day. (See spiderman sequels)

      --
      Insanity: voting in the same two parties over and over again and expecting different results
    2. Re:Why? by Anonymous Coward · · Score: 5, Insightful

      Some very nominal special purpose hardware would eat this alive. Remember intel is using unaccelerated general purpose processors to do this!

    3. Re:Why? by Anonymous Coward · · Score: 5, Funny

      A lot of power for some eye candy.

      Only sixteen cores?! For real computing power, you'd could run even more cores-- perhaps (Beowolf?) cluster several million machines so that each is responsible for a single ray/pixel.

      Ultimately, this massively parallel distribution will provide data from an even bigger experiment-- what happens when you trace rays from the sun, bounce them off the earth, hit the CO2 layer, bounce back to the earth, back to the atmosphere, back to the earth...

    4. Re:Why? by Sabz5150 · · Score: 5, Insightful

      Certainly more gameplay and a decent storyline would make it a better game. But sadly, fancy graphics will probably sell more on opening day. (See spiderman sequels) Really? See: Wii.
      --
      "Who modded this informative? Whoever it is must've been smokin' some of that martian pot!"
    5. Re:Why? by Keyper7 · · Score: 5, Interesting

      Actually, I believe real-time ray tracing open up some very interesting gameplay possibilities if people know how to use it.

      Imagine a FPS, for example, on which you could notice a sneaking bastard on an unusual angle behind you because you saw his reflection on the doorknob you were about to pull. Or maybe cursing at the newbie because he didn't pay attention to the position of a specific lamp and now your team is screwed because your shadows have been noticed.

      Then again, I think the whole FPS genre is saturated. Examples of other types of games are welcome here.

    6. Re:Why? by vadim_t · · Score: 5, Informative

      I see two things here:

      1. It runs on 4 x quad core. Which is about just 4X the CPU power a normal user could have right now. A 4X speed improvement isn't probably that far away. They may be hoping to reach a point where a dedicated video card is no longer needed. With the required performance level being so near, adding some extra support to the CPU may be enough.

      2. Raytracing scales differently than methods currently used in games. With raytracing, increasing resolution is what adds the processing time, while adding detail is very cheap. Which I'm guessing means that as soon as you get raytracing going in real time at a decent resolution, adding extra quality is cheap. This would radically change the current situation, and possibly drastically bump the quality level.

      3. Raytracing implements effects like shadows and transparency in a straightforward manner, which should make it easier to code. Game developers should like that. Also, in my understanding, raytracing also doesn't need to decompose things like spheres into lots of triangles, so the engine can test a ray's collision with a sphere directly. If you can specify parts of a scene as objects like spheres, toruses and such, it'd result in much finer detail.

      What I think Intel is trying to do here to ATI/AMD and nVidia is the same thing fast CPUs did to soundcards. There's no longer a real need to have specialized hardware to play MIDI or add effects to sounds, since the CPU is quite capable of doing it itself. In fact, IIRC, Creative had to *blackmail* John Carmack into supporting EAX, because he could implement the same effects faster using the CPU.

    7. Re:Why? by Anonymous Coward · · Score: 5, Interesting

      Fancy graphics don't make a good game, but poor graphics (as relative to the times) does make a game poorer.

      every ps3 owner tells me this same thing. Yet they always are at my house playing my Wii.

    8. Re:Why? by DeathCarrot · · Score: 5, Informative

      A reflection on a doorknob and shadows are already quite easily achievable by current raster-based techniques. The former with dynamic cube-map FBO/PBO reflections (not perfectly accurate reflections, but given the size of a doorknob, more than acceptable). For the latter, per-fragment shadows (maps and volumes) have been around for quite some time (granted, in certain extremely high detail scenes ray tracing shadows might be faster).

      The biggest immediately noticeable pros of ray tracing from what I've seen are reflections in arbitrarily complex geometry (current generation raster shadows are only viable for planar and some spherical reflections, unless there's a technique I'm not aware of). This, however isn't a good enough reason to switch to a purely ray traced paradigm IMO.
      From a gameplay perspective it all seems a bit niche, but I'm sure there's someone out there with an idea that could make use of it. I just don't see FPS du jour picking it up any time soon.
      Having said that, ray tracing may be a good utility to use alongside rastering techniques for things like sub-surface scattering or ambient occlusion.

      .. Not sure that was entirely on-topic, but there's my tuppence on the near future adoption of ray tracing. Of course eventually everything will be done with unbiased rendering (basically just firing photons around and making them behave just like real photons would, see Maxwell Render. Currently, still extremely time consuming)

    9. Re:Why? by beav007 · · Score: 5, Funny
    10. Re:Why? by WeblionX · · Score: 5, Funny

      Yeah, but the sequels would suck.

      --
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    11. Re:Why? by RulerOf · · Score: 5, Insightful

      I'm trying to think of a gorgeous game that sucked...
      Your short term memory must be failing you as well, because you mentioned Crysis not two paragraphs ago.
      --
      Boot Windows, Linux, and ESX over the network for free.
  2. Huh by gadzook33 · · Score: 5, Funny

    With enemeies like that, who needs frames.

  3. Re:Meh by JustinOpinion · · Score: 5, Interesting

    I've always wanted a realtime graphics engine based on something like the POV-ray ray-tracer (or other procedural modeling). The POV-ray syntax is all "exact". Rather than approximating shapes using subdivision into triangles, exact shapes are created by specifying things like "spheres" or "cylinder" or unions, intersections, and differences thereof. More complex objects can be specified by arbitrary mathematical equations, and complex sequences of operations (e.g. take a spline, sweep it along a path, intersect it with another shape, apply a certain matrix transform, ...). Having done some modeling both ways, I much prefer the "exactness" of procedural definitions, rather than approximation. (I inevitably wish I could go back and add resolution to a triangulation, but that isn't easy to do properly.)

    The neat thing is that the resulting objects (if properly defined) have "infinite" detail. The roughness on a surface, for instance, can be based on a noise function, so you can zoom into it without ever seeing triangulation or other artifacts.

    The obvious downside is that the computation here is intensive. Objects can be arbitrarily complicated. Calculating the intersection of a ray with a mathematically-defined surface involves very complex calculations. Rendering POV-ray scenes on modern hardware, for instance, can take minutes to days (depending on complexity).

    One upside is that the rendering can be tuned to available resources. On older hardware, the number of light-sources (or the intersection accuracy, etc.) can be reduced. This would mean that video game graphics would get arbitrarily "better and better" on newer hardware, without any need for someone to change the code. Having said all this... I think our hardware is not yet powerful enough to make this kind of thing practical. (There are some neat examples that have been coded, but as a general technique we're not there yet.)

  4. Re:Congratulations Intel! by bigtangringo · · Score: 5, Insightful

    I predict that you'll eat those words one day.

    --
    Yes, I am a smart ass; it's better than the alternative.
  5. Re:Why do i feel that ... by Stan+Vassilev · · Score: 5, Informative

    Ray tracing mimicks how real world works.

    Raytracing doesn't mimic how real world works. In fact it does exactly the opposite of what happens in real world. In real world you have bazillions of light particles, doubling also as waves, shoot out of many area light sources and bounce/be absorbed by objects around them.

    Whatever photons end up hitting your retina, is what you see.

    Raytracing instead shoots a ray out of your (virtual) retina straight forward to the scene and may refract/reflect off objects, until it's "absorbed" (means, hits a surface where refraction/reflection isn't calculated).

    Rendering a single frame of 3D as it is in the "real world" (with just a fraction of the rays) would mean days on even the fastest hardware out there.

    What raytracing gives you is sharp reflections, refractions and shadows, while introducing a bunch of other limitations on the rendering that rasterization doesn't have. It also can't do soft shadows, reflections, refractions, efficiently, nor subsurface scattering, or radiosity.

    Best models for rendering in the future will likely be hybrid models similar to what is now used in professional renderers by movie studios. But then again, it's a game, who cares about mathematicaly accurate reflections, when you can fake it close enough with reflection/refraction maps in a fraction of the processing time.

  6. Re:Congratulations Intel! by Cathoderoytube · · Score: 5, Interesting

    It's just a first step. Give them some time and I'm sure they'll be producing much more impressive stuff. Though I don't really give a rats ass about the applications real time raytracing has for video games. I'm more interested in what it can do for 3D graphics and animation. As it stands now in 3D you have to render everything out to see what it looks like properly lit. It'd mainly be a workflow improvement, but it'd be a welcome one. It's extremely annoying and time consuming to render out a test image that can take 10 minutes just to see how everything looks. That would also cleave through final render times. As it stands now with most projects it can take weeks or even months to render everything out. In theory with this a single desktop computer could be on par with a render farm. Suddenly all those jerks over at CORE won't be so smug.

    --
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  7. Reflective spheres by manekineko2 · · Score: 5, Funny

    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.

    1. Re:Reflective spheres by Siridar · · Score: 5, Funny

      Don't forget! Those spheres need to be on a chessboard!

  8. Re:Height maps by billcopc · · Score: 5, Interesting

    Self-modifying assembly is a long-lost art. If you have a strong stomach, a long long time ago I used to use QuickBasic as a ghetto scripting tool, loading in various assembler modules to do the dirty work. I later switched to Pascal.

    Back then, most of my hardware-control loops used self-modifying bits and bobs... sometimes to save a byte, sometimes to avoid a fetch. A few times I used true self-modifying code where the outer loops would reprogram the inner loops on-the-fly. It was the most CPU-efficient way to do realtime multichannel sound synthesis on a 486, and of course it gave me the opportunity to refer to it as a dynamic synth compiler :) The bitches were all over me, dawg!

    All that lovely code died a quick, silent death when Windows 95 came along. It wreaked all sorts of havoc and Windows would kill the app as soon as it tried to self-mod. It's a shame I didn't keep up with the skills, I could be one rich despicable virus writer today :)

    It's times like this I miss the 90's, I still have that 386 programming manual somewhere safe.

    --
    -Billco, Fnarg.com
  9. Re:Height maps by Anonymous Coward · · Score: 5, Insightful

    I miss the 90's too, when geeks ruled the internet and programming was an art.

    Now children rule the internet, and programming is a dead end job.

    What a shitty decade this is.