How Quake Wars Met the Ray Tracer
An anonymous reader writes "Intel released the article 'Quake Wars Gets Ray Traced' (PDF) which details the development efforts of the research team that applied a real-time ray tracer to Enemy Territory: Quake Wars. It describes the benefits and challenges of transparency textures with this rendering technology. Further insight is given into what special effects
are most costly. Examples of glass and a 3D water implementation are shown. The outlook hints into the area of freely programmable many-core processors, like Intel's upcoming Larrabee, that might be able to handle such a workload." We mentioned the ray-traced Quake Wars last in June; the PDF here delves into the implementation details, rather than just showing a demo, and explains what parts of the game give the most difficulty in going from rasterization to ray-tracing.
It looks like raytracing will finally be a viable rendering method for games. It may be problematic because
Yeah, check dis out, this is O.G.L.B,
Knowhatimsayin? Im on my little O.G. Warren G -
And he just droppin this to let you B.G.'s know
Whas happen, y'all got to recognize
Cause this is y'know a Long Beach Thang -
21st street, but check this out,
G. gonna go out there, knoamsayin'?
And handle that shit now? yeah.
I don't know what's worse... that someone took time to write that, or that I actually took time to read it. Lots of adjectives, not bad writing, for crap, I suppose. You should write some of those sappy novels I see in the grocery stores. I suppose I'll see this particular post about a billion more times over the next month or two on /. The Obama shit eating was getting quite stale. I really don't know why people do this... but whatever.
... ok, maybe I am.
And I'm not just writing this because I've got a decent buzz
Troll has been fed...
guys they did this work, I played this game enough to be able to tell it wasn't fun to play, it tried to be a Battlefield 2 clone with a broken physics engine, and "real-time" shadows that wasted FPS and didn't need to be real-time at all, static objects could have just been baked into the megatextures like bf2, was sad to see ETQW when it finally showed up a year late and suck ass gameplay. Splash Damage and id should be ashamed of this product and tech.
Now on to the poor saps that had to add ray tracing on top of this poop in a box, you could show me another 500 images and I wouldn't be able to tell the difference.
Sorry fellas you can put a tuxedo on a turd but it's still a turd, maybe try again with Crytek 2 if they will let you have the source to work with at least you will have something that is state of the art to begin with, not a warmed over version of Doom3 / Quake 4 tech that was poorly coded by Splash.
Carmack is still turning in his grave, oh wait he still around? Oh yeah he is, ahh Mr. Carmack.. sir please stop working on console games and blow the world away again, we need you, and being a console whore is one more step toward mediocrity.