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.
Oh my god, ... it's full of 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!
Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
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.
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/
You wanna know the last game I played that featured this "surveillance camera" business?
Duke Nukem 3D
Ohhhh, snap!
/* OK, it was one monitor at a time, but that's arguably a tactical decision to not let the player see every camera at once */
Nah, the respawn time sucks in Afghanistan.
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? ]=-
Moore's Law has become an expectation, and thus a design method from a marketing point of view. This is particularly visible in harddisks where they release a harddisk that has been designed to scale up, but only contains a single platter, then a little over a year and a half later, the same hard disk is released with a second platter. The expectation allows them to get ahead, while the previous iteration is slowly allowed to get to it's full potential. Then they work on the next thing and while the current platform grows.
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This is the true advantages of raytracing. A rasterizer would have to deal with each and every triangle in that chandelier.
Rasterizers scale on O(triangles) while raytracers scale on O(pixels * log triangles). I dont remember if it was Microsoft Research or something out of Intel, but 5 or so years ago they did some scalability testing and concluded that about 1 million polygons was the sweet-spot where raytracing and rasterization were about equal in efficiency using the per iteration constants derived in their testing.
This was based on visible geometry only, so no pretending that the fact that rasterizers can use logarithmic data structures for hidden surface removal, that that makes any bit of difference.
Since then, triangle counts have remained about the same in games (with more per-pixel processing being done to simulate more geometry,) but the number of pixels have quadrupled as higher and higher resolution displays have become common. Yet they are reaching the limits with the fakes that can be done with shaders, and resolution is probably not going to go through another quadrupling, so raytracing really is comming.. just not quite yet.
When the polygon counts do get high enough, there will be no looking back. Raytracing will be here to stay after that because of the way it scales. At 1 million polygons, a raytracer spends 20 iterations per ray cast using a logarithmic structure.. doubling the number of polygons to 2 million only adds 1 more iteration.. or about 5% more processing power required, and doubling again only adds another ~4.5%, and so on.. meanwhile each doubling of polygons on the rasterizer literally doubles the processing power required.
"His name was James Damore."
Just thinking about the bandwidths is interesting. Start with 150E6 rays per second. Assume that to traverse the binary space subdivision data structures takes, say, 256 bytes, along with another 256 bytes worth of data for the polygon. That requires ~77 gigabytes/s memory bandwidth, sustained. So in practice you need the bandwidth of 6 fastest DDR3 sticks. And your algorithms better kept the CPUs pipelines full, and did proper prefetching, or else cache misses will have you for a day's worth of meals.
A successful API design takes a mixture of software design and pedagogy.