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.
I was using a raytracer.
So when can I buy the CPU/Vid card that can do raytracing, heat my house, cook food off and pipe extra heat out for a steamhouse?
Be you Admins? nay, we are but lusers!
For this project, we started rewriting the renderer from ground zero. Because of this, the very first images from the renderer were not of typical ray- tracing caliber, but displayed only the basic parts of the geometry, without any shaders or textures
...to mean that they rolled their own.
http://michaelsmith.id.au
Yet another ray tracing article and yet again all the same problems as before. Doing yesterday games in ray tracing is all nifty, but also kind of pointless. For one we already played them, but more importantly, it doesn't actually use the strength of ray tracing. Rendering a tree build out of texture quads is a nice accomplishment, but wasn't the whole point of ray tracing that one can have a million polygons and no longer need such hacks? So show me a realistic tree instead of trying to replicate the limitations of rasterization.
I am still waiting for a game/demo that actually is build from the ground up with ray tracing in mind and by that I mean one that actually looks good, just a few shiny spheres might have been impressive back on the Amiga some 20 years ago, not any more.
When looking at the before/after pictures, was anyone else surprised when they read which was the raytraced version?
To me, the ship in the water looks better with the bump map.
Best off-topic post I've seen today.
All of this stuff is done in software on the CPU, so the graphics hardware really doesn't affect it.
What? Not well-established? Raytracing is probably one of the most established graphics technologies. Specifically, it's been coming to games for years; only a matter of time. In fact, I don't really know why they're making such a big deal out of it here, since I'm pretty sure I read that the original quake (or was it doom?) traced a ray or two for some mapping reason, back when the source code was released.
Raytracing has mostly been replaced with other, faster technologies these days, which produce similar results, so it's not the panacea it seemed back when you had 5-bit hand-drawn stuff OR raytracing.
None of which is to belittle the work done on this game, because it does look nice, and improves on the graphics of the games before. But so do most games. Wake me up when town characters have emotions based on that guy you killed last week who rebuilt the clock tower because you suggested it back when you weren't so torn up about your wife dying.
Indeed. I sort of actually started paying attention when I caught, "The ninja was flanked by a pair of Nazi frogmen...."
RTFM
Or not at all.
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.
QW:ET is one of the best made, best balanced team FPS games I have EVER played. If it draws from anything, it draws from the previous Enemy Territory game. I'm sure we've all played a lot of the original ET, being that it was free. QW is like a much refined version of this, with a modern graphics overhaul, and more interesting setting.
a warmed over version of Doom3 / Quake 4 tech that was poorly coded by Splash.
I mean, come on? Flamebait if not outright troll. But insightful? Where's the evidence that this was poorly coded - this game is a masterwork, IMO.
Reality, by definition, is "dirty". We have dust, we have imperfections in every surface, no matter how carefully machined. Houses are never truly square, roads are never perfectly level, and points in a corner are always rounded. Always.
Computers, by definition, are "clean". Squares are always truly square, roads are as perfectly level as they were designed to be, and corners are always razor sharp, no matter how much you "zoom in".
The problem with modern graphics systems is they are computed to extreme levels of precision. If they incorporated a sort of fundamental randomness, if they were intrinsically uncertain, they just might be able to really approximate reality, which is messy, ugly, and imperfect.
You seem to be confusing texture irregularity with material consistency. A house wall is not perfectly "razor sharp", but no matter how many times you look at it, they do not suffer from "randomness" or are in any way "uncertain". At least not if you are not looking at a sub-atomic level. Also, the bandwidth would not be that high, if you take into account that human eyes have very little resolution, and thus an extreme amount of detail at a distance would be pretty much irrelevant.
Wolfenstein did "ray casting" - not the same thing.
No sig today...
As someone else noted, both pictures were raytraced.
To really show the difference between 2d and 3d water, you need to show the water interacting with a solid object close enough so that you can see that in one example the waves really go up and down and in another they're just a picture of waves on a mirror.
There's been a LOT of work making 2d water look dramatic, and I've seen people say they prefer 2d water in broad shots like this in other games (not even raytraced ones), but when you're in the game looking over the edge of a dock or looking at a nearby boat with the light behind you, it's pretty clear that spending more time on the physics of the water pays off.
Heck, even with 2d water, paying attention to the wave effects in shallow versus deep water pays off when you interact with it. And that's rarely done because it's not as dramatic.
They're still taking the wrong approach to raytracing. If Philip Slusallek was able to get 30 FPS in a raytraced game in 2005, using a single Pentium 4 behind a raytracing accelerator that was roughly equivalent to a Rage Pro in terms of gates and clock speed, it seems silly to me to ignore the possibilities of adding an "RPU" to the mix instead of just adding more general purpose CPU power. Yes, I know that's Intel's thing, but even for Intel... a raytracing core would be a tiny speck in an I7.
Our raytracing engine is the finest available! For all your sphere-on-chessboard game needs! If your game is going to involve spheres, chessboards, reflective spheres, or possibly spheres floating on water - raytracing is the way to go!
So was the ray-traced version of the game more fun? Or am I missing the point of games?
E pluribus unum
Intel isn't trying to do ray tracing. Really, their point is to find a way to make GPUs unnecessary since it is a threat to the CPU market.
They can call it "ray tracing extensions" to the I7 or I8 CPU. It's not like the x86/x86_64 instruction sets are some kind of blushing virgin whose precious architectural purity would be violated by adding instructions like "RT_LOAD_MESH" and "RT_LOAD_SHADER"...
What bothers me is how nVidia is missing the boat.