Wolfenstein Gets Ray Traced
An anonymous reader writes "After showcasing Quake Wars: Ray Traced a few years ago, Intel is now showing their latest graphics research project using Wolfenstein game content. The new and cool special effects are actually displayed on a laptop using a cloud-based gaming approach with servers that have an Intel Knights Ferry card (many-core) inside. Their blog post has a video and screenshots."
Why build a ray tracer into a 4th game after doing it for Q3, Q4 and ET:QW. Why don't they focus on improving already existing raytracing code into the first 3 games.
I donnow but it seems like they're keeping themselves busy for the sake of looking busy.
Y
Mom, can I buy a new cloud to play Halo 10 ?
It's rendered in the cloud. If they managed to actually get more bang for the buck- i.e. made this run on conventional hardware- Then I'd be interested. They're just doing something that has been done before, albeit maybe not in real time (But you never know, seeing these new OpenCL apps), running it on high-end servers, and piping it into a small laptop. I'm not sure how much of an achievement this is, we've all heard of gaming in the cloud before.
So... many... triangles!
When a laptop packing a multi-GHz 64bit CPU with gigs of RAM gets called a thin client...
Their ray tracer has a few issues.
-The player does not appear in the scope reflection (but his shadow does).
-The people's shadows are cast in a different direction than the car's.
I know they just started but still... what is the point of this? There is no upsides to rendering. It's slower (you need 4 servers), it looks worse (they had no antialiasing, ugly smoke, no complex lightning). You can do some things like reflections and refractions and portlas bit easier than with other methods but most of the time you don't need 100% correct reflections/refractions (simplified models work quite nice) and security cameras where implemented in Duke Nukem 3D on i486 machines without problems.
Other than selling Intel chips I see no purpose for this project.
Anybody know what happened to http://www.projectoffset.com/ ? They released tons of killer videos showing an amazing game concept, outstanding real-time effects... then Intel buys them and... nothing!
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Yeah, you're rendering Wolfensetein on a cluster.... but can you get Wolfenstein running on a Beowulf cluster... or, dare I say it... a Beowulfenstein cluster???
;)
moox. for a new generation.
That none of intels graphics processors have any hope in hell of real time ray tracing.
Chandelier part displays 40 fps on top right, but you can clearly see on the screen that its more like 15. Not to mention unimpressive difference between RT and normal renderer. I was expecting something more real life.
Who logs in to gdm? Not I, said the duck.
The very idea of using the cloud to render a FPS is preposterous and will never work in practice, for obvious latency reasons.
Someone doesn't play many games. Many 3D engines, for well over 10 years, have had some means of rendering to a texture and throwing it up on a poly in the game world. I'm going to say that hardware accelerated means of doing this have been common for at-least 6 years.
-Malakai
A Dragon Lives in my Garage
1. There is no reason why a game would need a raytraced chandelier. But how good is raytracing at deformation and breakage - what happens if I shoot that rendered glass plate? 2. The reflections make sense as a tactical advantage , but the screen recursion doesn't even fit with reality. Screens have a resolution, cameras taint an image, so zooming into a screen shouldn't lead to a Portal-like infinity. Is it possible to set restraints/limits and add effects to situations like this? Anyway, that was fun, if a little shiny. I love this kind of tech, but its just that little step short of being a game changer for me.
10fps to be able to see glass refraction on a surface so small it's totally inconsequential.
Yawn. Wake me up when they get refraction working with a playable framerate like Source had seven years ago. Regarde
Finally had enough. Come see us over at https://soylentnews.org/
Everybody agrees that ray tracing is just awesome and I at least think it's the future of 3D computer graphics. But there is only one big 3D hardware vendor left, AMD is more a CPU vendor that tries to get into the 3D market because Intel is too big in the CPUs market. Intel only have small on-board graphic chips. Will we see ray-tracing from Nvidia anytime soon?
I sure hope that maybe Intel or AMD try to take over the 3D computer graphics market with their CPU know-how (ray-tracing is using mostly the CPU). But I really don't hope to see ray-tracing in laptops or desktops in the next 50 years to be mainstream. Nvidia and ATI all focused on triangles and ray-tracing is like an new beginning. http://caustic.com/ is really a step in the right direction with their OpenRL SDK.
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I want my kills to look hyper-realistic. And soon.
If the "Future of Graphics Rendering" was a job being advertised and potential candidates were asked to submit their Resume, then Intel's would be very thin.
.plan update:
The job is asking for 5 years experience, with a tertiary qualification, preferably post grad.
In Graphics, Intel has completed High School and done 2 years admin temping.
And yes, I am still bitter about the Intel i740 Graphics Card. Intel are just great at the snowjobs, even suckering John Carmack in a very ancient
"Good throughput, good fillrate, good quality, good features. A very competent chip. I wish intel great success with the 740. I think that it firmly establishes the baseline that other companies (especially the ones that didn’t even make this list) will be forced to come up to."
The reality turned out to be what this story will be - smoke and mirrors.
In post Patriot Act America, the library books scan you.
The problem with ray tracing is that if you have 1280x720 display then you're going to have to fire off at least 921,600 rays which must be intersected with objects and these in turn split into more rays as they reflect / refract around the screen. In a complex scene you may end up firing millions of rays. And I say at least because at 1 ray per pixel the picture quality will be awful. A ray might miss an edge completely so you get weird ragged edges and patterns blinking in and out. The normal way to address ragged edges is to fire more rays per pixel so you might end up firing 4,5,6 pixels in a ray, and you might jitter (randomize them) to minimize weird effects on patterns. Then if you want shadows and stuff to not like shit you have to think about diffusion & radiosity. Then you have effects like fog, clouds, smoke, fire etc. to worry about.
So you've possibly got to be rendering 5,000,000+ rays per frame in a highly complex scene and do so fast enough to deliver at least 30fps.
Done properly it would look awesome, but the calculation required to get acceptable results is enormous.
Join the armed forces and ship off to Afghanistan? Doesn't get much more realistic than that...
People replying to my sig annoy me. That's why I change it all the time.
Nah, the respawn time sucks in Afghanistan.
Buddhism might be the go.
http://michaelsmith.id.au
My 486 ray-traced perfectly. I don't understand why we're using processing power to show glass reflections in ray-traced sniper scopes when all the old monitors showed the reflections of people approaching from behind already!
;)
Stupid matte LCD panels.
You were supposed to woosh him
Boot Windows, Linux, and ESX over the network for free.
"The surveillance station. At a wall in the game you see twelve screens that each show a different location of the level. This can be used by the player to get a tactical gaming advantage. Have you ever seen something similiar in a current game? Again - probably not"
Yes, In Duke Nukem 3D... over 15 years ago. And again in a bout 40 other FPS games that followed including the Unreal series, more then a few Quake maps especially in capture and control maps.
"There is nothing more amusing to watch then some young kid discover something old and think it is new" - That quote in action.
-=[ Who Is John Galt? ]=-
Warning: I am not hindered by much knowledge in this area.
It seems to me GPU's, with their massive amounts of stream processors, would be quite suitable to do this job. The separate rays do not interfere with each other but have the same operations applied to them: perfect for stream processing.
To get a 1280*720 display with 9 rays per pixel (to get the edges correct) working you'd need nearly 9.000.000 rays each frame.
With 400 stream processors (A little beyond EUR 100 (HD5670)) you'd need every stream processor to process 22500 rays each frame.
Assume every ray requires 1000 clock cycles.
Assume a frame rate of 40
The clock speed needs to be 1000*22500*40=900000000 Hz. => 900 MHz
900 MHz is almost possible. The GPU I chose worked at 775. It's not an expensive one and you can insert 2 of them for more stream processors
With some optimization this number may fall. Brute force is usually not the best way.
Where did I guess or think wrong? Would it already be possible for the cost of EUR 200?
Well, I might have a way, but it only works on a semi spherical planet in a vacuum.
Multi-million dollars graphics render farms and we still can't draw convincing fire, trees or animate a human walking smoothly (even with motion capture you often "see the join" between one action and another).
In the Knight's Bridge link, Intel PR references Moore's Law as if it were some method for increasing processing power: "and use Moore's Law to scale to more than 50 Intel cores". Moore's Law is a prediction, not a design method. Sheesh.
Add that to the grammar mistake on the Aubrey Isle image, and you have some pretty bad PR for anyone paying attention.
It's awesome!
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My 486 ray-traced perfectly. I don't understand why we're using processing power to show glass reflections in ray-traced sniper scopes when all the old monitors showed the reflections of people approaching from behind already!
Stupid matte LCD panels.
So thats why most laptops come with glossy screens..:)
Wolf3D was ray casting, not ray tracing! ;)
Other than that. whooooosh!
Here be signatures
nt.
Why would someone want to raytrace a game which is 18 years old?
Greetings from Germany and a special shout-out to ze narrator who has ze proper aczent for demonstrating zis particular game :-)
They don't like the whole GPU market because the more powerful a GPU you have, often the less powerful a CPU you need. This is particularly true now that GPUs are out and out stream processors. Intel sees this as a threat, and AMD has made it a more explicit threat with their fusion idea (combined CPU/GPU chips).
Well as a result of this Intel has done various things some useful (like make extremely fast processors) and some not. This is one of the "not" things. They have been trying to get people interested in the idea of ray tracing on the CPU. GPUs aren't especially good at raytracing, they are designed for rasterization. Not saying they can't do anything related to it, but their speed advantage isn't there. Of course the problem, as anyone who's gone from the theoretical world of CS classes to the real world can tell you, is that ray tracing is very hard to do quickly on real hardware.
Intel has played with it and done some neat hacks to speed things up, as well as just thrown a lot of modern hardware at it and produce some demos... That seem to produce your reaction almost universally. They don't look much better than the rasterized version.
He said "in a current game". I also thought of Duke Nukem 3D, but 15 years ago hardly constitutes current...
You use the cloud, ignore the lag
How much ignoring do you mean? I know you mean something between a turn-based slideshow and a twitch game, but precisely how much?
Speaking of which Wolfenstein you think of, I thought of Castle Wolfenstein on the Apple ][ and Apple ][+
Didn't need much ray tracing there!
"The Voice" and graphics were fun for the time.
Looks like a lot of fun to play around with, but is it all youtube videos, or can you actually get to try it on your own? Wouldn't mind buying the game to have a chance to see what a modern multicore CPU could pull off.
The respawn time sucks everywhere, not just Afghanistan.
Uhm.... Counter Strike had this in one of its levels like 10 years ago.
He claims the glass on the chandelier is so realistic, but it doesn't look anything like real glass, so what's the point?
The model is highly detailed with around one million triangles.
Sounds like the programmers are way too used to the dominant rendering model. One of the advantages of ray tracing is that you don't have to build everything out of triangles; you can have real continuous curves. For example, a ray-traced sphere can be an actual sphere. A lot of objects that require thousands of triangles with current GPUs can be produced using a much smaller number of objects using constructive solid geometry in a ray tracing context. It's analogous to the difference between raster and vector graphics.
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It even fits in a manila envelope!
I'm not sure how much of an archievement squaring the circle is, we've all heard of this before.