With 8 Cards, Wolfenstein Ray Traced 7.7x Faster
An anonymous reader writes "As Slashdot readers know Intel's research project on ray tracing for games has recently been shown at 1080p, using eight Knights Ferry cards with Intel's 'Many Integrated Core' architecture. Now a white paper goes into more detail, documenting near-linear scaling for the cloud setup with 8 cards, and gives details on the implementation of 'smart anti-aliasing.' It will be interesting to see how many instances of Intel's next MIC iteration — dubbed Knights Corner, with 50+ cores — will be required for the same workload."
The scaling with 8 cards is very near linear. These cards are going to be great if we ever see them at retail.
Help stamp out iliturcy.
it honestly looks like an old game to me, yes there are some impressive features, but I really have to look for them in the images, something that is not going to happen at 60Hz (and if its not running at real speed who cares, that is a movie which can take its sweet ass time rendering frame by frame)
so, how does it stack up against a Riva TNT2?
(ducks)
Good, FHD 1080p is old now too, UV Ray disks are about 4 times as wide and that's coming "Real Soon Now."
The purpose of existence is to make money.
Jesus guys, how many Slashdot articles do I have to go back through until I can find the original Wolfenstein thing?
http://blogs.intel.com/research/2010/09/12/wolfenstein_gets_ray_traced_/
http://www.wolfrt.de/
...which is why it's easy to scale up. Thus the speedup isn't that impressive. Scalability on tightly coupled apps would be much more interesting.
Computer simulation made easy -- LibGeoDecomp
Wolfenstein is an old game. The ray-traced version is being used as a "Utah Teapot", a standard object to develop and compare rendering techniques.
Science is all about firing a drunk pig out of a cannon just to see what happens.
Making your game LOOK this good has nothing to do with getting me to buy it.
Making it play well. Tell a good story. Having customizable control options. Having replayability.
Install and uninstall quickly and cleanly. With no extra processes running or hoops to jump thru to play...
Those ARE good ways to get me to buy your game.
... if it's all in the same datacentre?
..read the article, got disappointed. it's a reboot they're raytracing :.
and couldn't find a video(youtube has an older vid..).
and one of the links in the article is broken.
shoddy. now someone do a hack to make onlives servers do this parallel setup..
world was created 5 seconds before this post as it is.
A really cool article, but why do they spin it as a 'cloud' setup?
In my experience, the gamers who care about such beautiful graphics are happy to spend a few grand on hardware. They are not happy with jitter due to the internet connection, or waiting in line for a server.
super!
Android Games
Apparently this is the newer wolfenstein games; I wanted to see what 8 GPUs worth of fancy effects could do to the original pre-Doom Wolfenstein :(
I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
I'm impressed by the raytracing speeds and all but is it surprising that it has near linear scaling? Raytracing is very well suited for parallel processing and scaling is nearly linear on CPU's if the software is well optimized and you're on a good network.
Hercules Stingray 128 is where it's at.
Hercules, man! It's like some kind of Greek Demigod of SVGA Awesome.
I want my visual porn, not an endless link farm of old /. articles.
I was promised a flying car. Where is my flying car?
Raytracing is an example of an embarrassingly parallel vector math problem. It's not the only such example nor the only use these cards are being put to. They're being used in thermodynamic, aerodynamic and hydrodynamic modelling of systems for computer design, for mineral exploration, for climate modelling. It would not surprise me if NASA has a cluster with them for certain space physics applications. No doubt for financial modelling too.
The point of displaying the cards doing real-time 1080p raytracing of a classic game is to shock and awe some of us geeks who understand the scale of this application. It's pretty extreme scale computation for a single PC at this point in technology history.
Intel could put add some people to this project with less geek and more art it's true, if they want the maximum emotional impact from the gamer contingent. But those folks from Illumination Entertainment and Weta Digital are awfully hard to get, even on loan.
These are not laptop nor desktop chips and won't ever be barring some crazy improvements in power consumption before we hit the minimum node size available on silicon. That doesn't mean this work doesn't need to be done.
Help stamp out iliturcy.
New Wolf (Original Wolf3D albeit redone into OpenGL):
http://sourceforge.net/projects/newwolf/files/
APK
http://madebyevan.com/webgl-path-tracing/
http://code.google.com/p/sfera/
http://raytracey.blogspot.com/
That Intel is not just some small outfit, and they are the ones who want to push this change from rasterization to ray tracing. Rasterization works great and looks good and is what run well on all the GPUs out there today. Makes AMD and nVidia happy, they make billions doing it. Intel is unhappy, they want you spending less, or rather none, on those products, more in Intel products. So they are on about ray tracing. Something that GPUs aren't as good at.
Well guess what? To convince people the change is worthwhile, they've got to show it as being better. I'm not interested in something that requires expensive new processors unless it gives me a benefit. So let's see it then. Let's see a ray tracing engine blowing rasterization out of the water.
It's not like they can't hire someone to do some work on it. Look at the demos that come from places like Uengine and 3DMark. Let's see something that makes us go "Wow, that is sweet."
Instead, we see lame demos that don't look much if any better than the original (and that being an old game) and on the rasterization front we see photorealistic skin rendering by a few guys at a university that you can run on your PC at home http://www.iryoku.com/separable-sss-released.
You can see why maybe people are not so impressed with Intel carrying on about raytracing as the future of games.
Raytracing falls down bigtime in the lighting department. It can't handle indirect lighting well and you get this situation of everything looking too perfect and shiny. Reflective metal spheres it is great at. Human flesh, not so much.
Now there are solutions, of course. You do photon mapping or raidosity and you can get some good illumination that can handle diffuse lighting, caustics, and that kind of shit. However ray tracing by itself? not so much. Problem is none of that other shit is free. You don't just "turn it on" it takes anywhere from a lot more calculation to "holy fuck this is like 50x as slow" more calculation.
Now on the other side of things, have a look at the SSSS demo: http://www.iryoku.com/separable-sss-released. This is a demo of photorealistic human skin that you can run on a normal computer right now. All you need is a Windows system with a reasonable DirectX 10 or better GPU. Works with current rasterization technology.
People need to stop treating ray tracing like it is some be-all, end-all of computer graphics. No, it is a method that has some good point (easy implementation being a big one) and some bad points (indirect lighting being one).
really it makes rasterization look damn good.
So now I just need a server room in my basement to run a render farm so that I can play Wolfenstein. God help us when we find out the requirements for running Skyrim on this.