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NVIDIA RTX Technology To Usher In Real-Time Ray Tracing Holy Grail of Gaming Graphics (hothardware.com)

HotHardware writes: NVIDIA has been dabbling in real-time ray tracing for over a decade. However, the company just introduced NVIDIA RTX, which is its latest effort to deliver real-time ray tracing to game developers and content creators for implementation in actual game engines. Historically, the computational horsepower to perform real-time ray tracing has been too great to be practical in actual games, but NVIDIA hopes to change that with its new Volta GPU architecture and the help of Microsoft's new DirectX Raytracing (DXR) API enhancements. Ray tracing is a method by which images are enhanced by tracing rays or paths of light as they bounce in and around an object (or objects) in a scene. Under optimum conditions, ray tracing delivers photorealistic imagery with shadows that are correctly cast; water effects that show proper reflections and coloring; and scenes that are cast with realistic lighting effects. NVIDIA RTX is a combination of software (the company's Gameworks SDK, now with ray tracing support), and next generation GPU hardware. NVIDIA notes its Volta architecture has specific hardware support for real-time ray tracing, including offload via its Tensor core engines. To show what's possible with the technology, developers including Epic, 4A Games and Remedy Entertainment will be showcasing their own game engine demonstrations this week at the Game Developers Conference. NVIDIA expects the ramp to be slow at first, but believes eventually most game developers will adopt real-time ray tracing in the future.

91 of 159 comments (clear)

  1. Microsoft, really? by Zobeid · · Score: 4, Insightful

    quote: "and the help of Microsoft's new DirectX Raytracing (DXR) API enhancements."

    There's a red flag. Is this going to be yet another graphics "standard" for Windows only?

    1. Re:Microsoft, really? by Anonymous Coward · · Score: 3, Interesting

      There's a red flag. Is this going to be yet another graphics "standard" for Windows only?

      Probably. But, honestly, that's where the gaming market is anyway.

      NVIDIA wants to put out cool products, but I doubt they start off giving a crap about Linux and other platforms.

    2. Re:Microsoft, really? by Holi · · Score: 2, Insightful

      You mean the only OS for gaming is going to support a tech that makes games look better? The horrors!

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    3. Re:Microsoft, really? by rgbatduke · · Score: 1, Troll

      ROTFL. So, Mr. Troll, that means that you were bopping around on multiple desktops, using remote logins and graphical applications on one machine displayed on another, way back there in the late 80's and early 90's (when these were all developed features in Unix-based operating systems and Windows was a thin shell, stupid shell on top of DOS trying to compete with Apple's GUI)? Features that were in Linux almost from day one? I'd go down the list of things that were in the early Linux distros, such as SLS or Slackware, but the list is so long, and almost none of the things on it were available in WINDOWS, and those that were were software packages that you had to buy and pay for from third parties.

      The only "advantages" WinXX has ever had are a) an arm-twisted, extortional lock on putting their OS on over the counter hardware -- basically locking down a monopoly via their ability to put any hardware seller out of business if they offered any other operating system on x86 based systems -- forcing all hardware manufacturers to ensure that their hardware worked with Sindoze if they wanted to sell it at all; b) the ability to steal every single valuable piece of software written for DOS or Windooze systems by cloning it with their large stable of programmers and then shifting the operating system beneath the feet of all of their competitors so that their "inferior" software would break while Microsoft's version of the same thing, tested in-house WITH the shifted OS base, did not. Then their team of talented FUD-spreading salesmen would hit up all the big companies that used (say) Word Perfect and point out how only Office was robust.

      Microsoft itself hasn't had much in the way of original ideas for decades. They drove off all of the major developers so there isn't even that much software being written for their platform any more -- why write the next killer application for a MS box, in the certain knowledge that if you succeed you'll be forced to either sell out to MS at a fraction of what you might have made, or watch while they perfectly legally clone your idea and play the MS shuffle underfoot until the FUD you to death? About the only thing they have left is games, which have too short a shelf life and too specific a storyline to be worth stealing.

      I very much doubt that they will remain "ahead" with this idea very long. Yes, it IS a tool for the only software market they have left alive, game development, but NVIDIA is no longer particularly opposed to open source tool development and will likely work with the various open alternatives to provide similar support that eventually reaches into e.g. Steam, unless MS has tied them up with some sort of nasty contract ensuring exclusivity. Even then, the toolset itself will be reverse engineered and cloned, it will just take longer.

      Sadly, even though the US has antitrust laws on the books, they have simply never been enforced where MS is concerned. Oh, well, OK, one time, with a slap on the wrist and a fine that cost them less than what they were spending on legal fees defending their monopoly predator behavior in court. And they aren't going to be enforced now, not with the Oligarch-in-Chief in the WH and pension funds all over America heavily vested in MS stock. But Europe has indicated a lot less tolerance for this sort of thing, and of course China just steals whatever they want and laughs at "IP" protections as the absurdity that they are. Technology doesn't sit still, and this may be the last generation of PC desktops per se produced for the world, with laptops finally completing their takeover of this space. With every such revolution, MS's grip on their former monopoly seems to loosen. Interesting times.

      --
      Even when the experts all agree, they may well be mistaken. --- Bertrand Russell.
    4. Re:Microsoft, really? by ProzacPatient · · Score: 1

      My first thought was that Nvidia is going to have a monopoly on the technology and I feel even less comfortable with that than if it were just Windows only. Hopefully though if this catches on, or maybe even if it doesn't, AMD will come to the rescue.

    5. Re:Microsoft, really? by Holi · · Score: 1

      It is when you're talking about computer gaming (not consoles).

      Sure there are some games for Mac and Linux but be honest, PC Gaming is a Windows world and will be for the foreseeable future.

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    6. Re:Microsoft, really? by Anonymous Coward · · Score: 1

      I think you are confusing Linux with Unix.

      You missed the point. Those "cloned features" existed long before Windows was even an OS. GNU's Not Unix was designed using Unix as a model, not by looking at anything Microsoft was doing in its graphical DOS shell.

      kernel panics, crashes, and lack of software combined with lack of drivers and poor documentation

      Well, it's better than Windows.

    7. Re:Microsoft, really? by DontBeAMoran · · Score: 1

      Seriously, I don't really give a crap about which OS my gaming console runs. The only difference is that my gaming console happens to be a "PC".

      --
      #DeleteFacebook
    8. Re:Microsoft, really? by thegarbz · · Score: 2

      quote: "and the help of Microsoft's new DirectX Raytracing (DXR) API enhancements."

      There's a red flag. Is this going to be yet another graphics "standard" for Windows only?

      Of course not. It will cover XBox too and with it the majority of the gaming market.

    9. Re: Microsoft, really? by Anonymous Coward · · Score: 1

      What about Microsoft Bob?!

    10. Re:Microsoft, really? by geekoid · · Score: 1

      If it works? no, it's too big of an achievement. Some else will create their own API.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    11. Re:Microsoft, really? by Billly+Gates · · Score: 1

      Nvidia writes the directX standards. MS rubber stamps it while Nvidia already has it in the hardware to screw over AMD/ATI. It has been like this for awhile

    12. Re: Microsoft, really? by mSparks43 · · Score: 1

      pc gaming market is not a significant computer market anymore, it used to make up some 90% of computing equipment and software sales, now i doubt it makes up more than 1%. consoles (xbox, ps4, nintentdo) and mobile devices are where all the developers are.
      Most games developers are then using a compatability layer which targets all platforms and which are unlikely to devote any reasonable dev resources to anything windows specific. even hololens is struggling to find developers and that is an order of magnitude more usefull than raytracing.

      That said, it is a requirement for good vr (since bumpmaps dont work).
      However, euclideon are the current leaders of that pack.

    13. Re:Microsoft, really? by Methadras · · Score: 1

      Wow, that is one of the longest non-sequitur rants I've read in a long time that achieved absolutely nothing. You must be a riot in meetings to discuss progress and status.

    14. Re: Microsoft, really? by mSparks43 · · Score: 1

      disagree on the VR.
      VR is not compute intensive, despite the oculus hype. the headsets require less gpu than split screen or dual monitors. nasa have had decent vr headsets since the 1980s.

      The current sticking point with vr is all the tricks they use like bump mapping, various lighting techniques and a load of volumetric fill do not work in true 3d.

      Knocking the visual look back to the late 1990s. (because those lovely 3d bumps look like flat sprites)

      Raytrace is the only way that can move forward.

      And it will.

      I just do not believe it will be microsoft leading the way.

    15. Re:Microsoft, really? by rgbatduke · · Score: 1

      /. is about achieving something? When did that memo come out? Damn, and here I thought it was all about rants, flames, trolling... and curiously, mooing MOO cow MOO. And a rare (fortunately, my eyeballs are still burning) goatse. And for the record, I try very hard not to participate in meetings to discuss progress and status...:-)

      --
      Even when the experts all agree, they may well be mistaken. --- Bertrand Russell.
    16. Re: Microsoft, really? by DamnOregonian · · Score: 1

      the headsets require less gpu than split screen or dual monitors.

      Huh? 1080p x 2 @ 90fps is required for good VR... It requires a pretty beefy card. The split screen/dual monitors statement makes no sense at all. Fill rate requirement is doubled, along with geometry requirements... It absolutely is more GPU intensive than any non-VR application, period.
      Next, do you even own a headset? I do.
      Frankly, it looks fucking amazing. Like "you can't even imagine it until you've tried it" amazing.
      I haven't shown it off to a single friend who didn't take that headset off grinning, saying "holy shit"
      Ray-tracing may one day be the only way forward... but for now, rasterization is far from out of tricks to keep cranking up the realism.

    17. Re:Microsoft, really? by DamnOregonian · · Score: 1

      Some?
      Currently, 199 of my 442 games on Steam run on Linux. Many of them AAA titles.
      Sure, less than half of my entire library runs on it... but that's a far cry from "some" like it used to be.

  2. No thanks, involves Windows 10 by sinij · · Score: 4, Insightful

    On one hand this technology is very exciting for any PC gamer. On other hand, MS locked new DirectX to Windows 10. As such, if you want this or that new feature enabled you could only do that on Win10. No thanks. I wills tick to gaming on Windows 7, that doesn't spy on me.

    1. Re:No thanks, involves Windows 10 by raxtich · · Score: 2

      Those furry fetish sites you love to visit probably spy on you a lot more than MS does.

    2. Re:No thanks, involves Windows 10 by barc0001 · · Score: 2, Insightful

      > that doesn't spy on me.

      It's a good thing you're posting this via snail mail from a compound in the desert then.

      I'm betting that if we ever get a full look at the scope of all the online spying that goes on with people's every day internet use, Windows 10's telemetry won't even be in the top 100 of data harvesting schemes to worry about.

    3. Re:No thanks, involves Windows 10 by Holi · · Score: 1

      Because trying to do pcie passthrough with a single GPU is a major headache and gaming in a VM is dumb.

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    4. Re:No thanks, involves Windows 10 by sinij · · Score: 1

      > that doesn't spy on me.

      It's a good thing you're posting this via snail mail from a compound in the desert then.

      No, but I tightly control what is disclosed in my /. posts. No such luck with Win10.

      I'm betting that if we ever get a full look at the scope of all the online spying that goes on with people's every day internet use, Windows 10's telemetry won't even be in the top 100 of data harvesting schemes to worry about.

      There are 100s of murders a day nationwide. So we shouldn't worry about someone burglarizing your place until all of these other crimes are solved, right?

    5. Re:No thanks, involves Windows 10 by sinij · · Score: 1

      Those furry fetish sites you love to visit probably spy on you a lot more than MS does.

      They do, but I am not forced to run them 24/7 at Ring 0 privilege.

    6. Re:No thanks, involves Windows 10 by amiga3D · · Score: 1

      I keep a windoze box just for stuff I can't do on Linux. I don't connect it to the internet, I never do any business on it, it's just for a handful of programs such as the programmer for my car's computer. You could build a PeeCee just for gaming and it wouldn't matter that they were spying, there'd be nothing for them to see.

    7. Re:No thanks, involves Windows 10 by Seven+Spirals · · Score: 1

      I agree. I'm done upgrading Windows. I'll use Win7 and all my GOG games till the end of time. I already have more games than I'll every be able to play. However, the level of spying-asshole-acceptance I've got to reach in order to "upgrade" to Windows 10 is just too high. I'll check out realtime raytracing when it hits the PS5 or whatever... or not. Gameplay always trumps graphics anyway. If I need a real OS, I've got BSD. No EULA required.

    8. Re:No thanks, involves Windows 10 by thegarbz · · Score: 2

      No thanks. I wills tick to gaming on Windows 7, that doesn't spy on me.

      By the time this gets to market you will be using Windows 7 with so many unpatched holes and bugs, EVERYONE will be spying on you.

    9. Re:No thanks, involves Windows 10 by Skuld-Chan · · Score: 1

      Running 8 year old versions of windows is like hopping out of an airplane and saying aloud "well so far so good".

    10. Re:No thanks, involves Windows 10 by darkain · · Score: 1

      You do realize that 1) Microsoft listened to consumers and made the telemetry data very easy to disable in Windows 10, and 2) that very same telemetry data collection and reporting was already back-ported and pushed as an "update" to Windows 7? Also 3) it is similar telemetry data that is collected by other OSes like Android and iOS, plus applications like Firefox and Chrome (where do you think they get the stats for X% of users do Y with our product in their reports?)

    11. Re:No thanks, involves Windows 10 by sinij · · Score: 1

      You are acting as if Windows 7 is somehow is insecure. Microsoft still maintains it and will do so until 2020. You can still control patching process.

    12. Re:No thanks, involves Windows 10 by sinij · · Score: 2

      You do realize that 1) Microsoft listened to consumers and made the telemetry data very easy to disable in Windows 10

      Only in Enterprise version. Consumer versions resist disabling this feature to the point that OS disregards registry settings and bypasses its own internal firewall.

      2) that very same telemetry data collection and reporting was already back-ported and pushed as an "update" to Windows 7?

      Yes, but you can block specific patches and there exist a known list of them.

      Also 3) it is similar telemetry data that is collected by other OSes like Android and iOS, plus applications like Firefox and Chrome (where do you think they get the stats for X% of users do Y with our product in their reports?)

      Yes, every commercial OS went to shit insofar as privacy. Even some Linux distros spy on you. This doesn't mean you have to accept this.

    13. Re:No thanks, involves Windows 10 by rahvin112 · · Score: 1

      They backported all the spyware to Windows 7 a year ago. Where have you been?

      No windows OS is safe at this point if you don't want Microsoft monitoring you.

    14. Re:No thanks, involves Windows 10 by barc0001 · · Score: 1

      > No, but I tightly control what is disclosed in my /. posts. No such luck with Win10.

      I'm sure you do *in the post*, but do you really know what's leaking from your browser when you simply visit ./ ? Ever run Wireshark to look? You might be a bit surprised...

      > There are 100s of murders a day nationwide. So we shouldn't worry about someone burglarizing your place until all of these other crimes are solved, right?

      No, what I am suggesting is that even if there are local burglaries you shouldn't sit at home behind a piece of sheet metal with a shotgun, hopped up on stimulants waiting for the burglar.

    15. Re:No thanks, involves Windows 10 by sinij · · Score: 2

      > No, but I tightly control what is disclosed in my /. posts. No such luck with Win10.

      I'm sure you do *in the post*, but do you really know what's leaking from your browser when you simply visit ./ ?

      I do. I run Pale Moon + No Script and don't allow any kind of third-party plugins. So all /. knows about me is IP address and contents of my posts.

    16. Re:No thanks, involves Windows 10 by geekoid · · Score: 1

      How do you know windows 7 doesn't spy on you? Not that it has to because your internet foot print is huge, like everyone else's.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    17. Re:No thanks, involves Windows 10 by Anonymice · · Score: 1

      Unless whatever analytics they use simply tracks you by your browser's "fingerprint"...

      https://panopticlick.eff.org/

      https://amiunique.org/

    18. Re:No thanks, involves Windows 10 by HelpTheNewOverlord · · Score: 1
      Exactly this.

      Or, as said by XKCD, this: Licence Plate

    19. Re:No thanks, involves Windows 10 by swilver · · Score: 1

      Which is why internet here is only available through proxy, which only certain apps know about, and that does not include Windows.

      It means Windows Update can't find anything, Telemetry can't send anything, Cortana doesn't work, Tiles donot update, etc.

      It just amazes me people can live with a computer that doesn't do exactly what you tell it to.

  3. Raytracing does not produce photorealistic images by Anonymous Coward · · Score: 2, Informative

    Ray tracing is great for specular (not spectacular...) reflections, i.e. light interacting with mirror-like, non-diffusing surfaces. It produces highlights, (perfect) refraction, (perfect) reflections and hard shadows. Anything else is not the domain of ray tracing. You can have fuzzy effects with ray tracing, but they come at an extreme processing power cost. Some effects are practically impossible to calculate with ray tracing. Ray tracing can contribute a small part of the rendering equation (the specular part) to photorealistic images, but it does not by itself create photorealism.

  4. Using Graphics cards for actual games? Wow!!! by ickleberry · · Score: 5, Insightful

    The run of the mill for the past few years is that graphics cards are for mining the cryptocurrency flavour of the month and creating magical AI bots. This is the first time in years I have seen an article that refers to the use of graphics cards for actual graphics.

    1. Re:Using Graphics cards for actual games? Wow!!! by BESTouff · · Score: 2

      That's because governments and GAFA have started a global crackdown on cryptocurrencies. NVIDIA strategists - as the smart bunch they are - feel the wind and repurpose their "tensor engine" for raytracing. That doesn't seem unnatural. At all.

    2. Re:Using Graphics cards for actual games? Wow!!! by DontBeAMoran · · Score: 1

      Yeah! I can't wait to see how much crypto-currencies I can mine at once with these new ray-tracing GPUs!

      Just kidding. All I got is my gaming PC with a single GPU that mines when I'm not playing games.

      --
      #DeleteFacebook
    3. Re:Using Graphics cards for actual games? Wow!!! by dj245 · · Score: 1

      The run of the mill for the past few years is that graphics cards are for mining the cryptocurrency flavour of the month and creating magical AI bots. This is the first time in years I have seen an article that refers to the use of graphics cards for actual graphics.

      My guess is that the graphics companies are seeing that cryptocurrencies may be peaking or on the decline. Between various countries banning them, municipalities banning them or charging more for electricity, and people starting to wise up that many cryptocurrencies are scams, the writing may be on the wall. AMD and Nvidia may be seeing a dropoff in sales, they would be the first to know if cryptocurrencies have peaked.

      --
      Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  5. Reminds me of a paper form Intel some years ago by ausekilis · · Score: 2

    Tracing Rays Through the Cloud is a pretty good example of what was "next-gen" 6 years ago. None of the imagery there was generated real-time (just read the paper), but was still a good read about what goes into ray tracing. Intuitively we know what it is, but what it means for computation with reflective/refractive surfaces is a ton of work.

    Of course, I won't believe it's real-time until it can render a house of mirrors at 60fps+.

    1. Re:Reminds me of a paper form Intel some years ago by DontBeAMoran · · Score: 1

      In the old days, all we had was 320x200 in 16 colours and we were happy with that.

      --
      #DeleteFacebook
    2. Re:Reminds me of a paper form Intel some years ago by mrthoughtful · · Score: 1

      Ah but we used to break those boundaries as well! I was on a demo crew who played with overscan - cf. http://aldabase.com/atari-st-f...

      --
      This comment was written with the intention to opt out of advertising.
    3. Re:Reminds me of a paper form Intel some years ago by mrthoughtful · · Score: 1

      We also developed the SPX viewer which allowed for 'lots' of colours! I seem to recall that much of the imagery was pr0n. But we were teenagers.

      --
      This comment was written with the intention to opt out of advertising.
  6. yep, ssh,bash,remote desktop by Anonymous Coward · · Score: 1

    Oh yeah, so many Linux features we had 10 years before windoze.
    In 1/5th the memory space.
    Who did 24bit color first, not VGA Windows shit in the 80s.

  7. Re:Raytracing does not produce photorealistic imag by AHuxley · · Score: 2

    Ray tracing's got what games crave.
    It's got rays.
    More GPU and CPU and that will be perfect for every type of surface in a computer game.
    The need for more extreme processing is what will grow GPU and CPU sales.

    --
    Domestic spying is now "Benign Information Gathering"
  8. Link to an actual video... by Anonymous Coward · · Score: 1

    ...can be found here:
    https://www.youtube.com/watch?v=jkhBlmKtEAk

    Looks quite impressive even without the post filter in my opinion.

    1. Re:Link to an actual video... by Anonymous Coward · · Score: 1

      It really depends on how you're using ray tracing! If the rays you're tracing arise as you're sampling together a solution to the rendering equation (so that the rays are recursive, or chained together), glossy surfaces are your arch-nemesis and will create bright "fireflies" all over the screen that you have to resort to very advanced path tracing methods to try to minimize. For example, if you're tracing a ray towards a diffuse wall that then bounces towards an extremely specular object in such a way that it perfectly falls in line with its BRDF as it bounces towards a light source, that pixel will show up as pure white and will take an enormous number of samples to average out together with a bunch of neighboring pixels to show a caustic on the wall. This is mitigated by techniques such as bidirectional path tracing and MLT (and more recent techniques) but, glossy surfaces are a problem. Now, if you're using ray tracing just to figure out what a specular object reflects (so the first object you hit is specular rather than diffuse, and you terminate once you hit a diffuse object) then what you're saying is correct, although in my opinion that's not the most interesting use of ray tracing since it does very little to improve the atmosphere of a scene the way dynamic global illumination does. Admittedly though, approximate methods such as voxel based GI like the one used in Kingdom Come: Deliverance is probably much more apt at creating that effect.

  9. why directX? by Anonymous Coward · · Score: 1

    What's wrong (to NVIDIA's eyes) with OpenGL?

    1. Re:why directX? by Holi · · Score: 1

      Because when you want to sell video cards for games, you focus on the technology and platform where the games are.

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    2. Re:why directX? by DontBeAMoran · · Score: 1

      No, you imbecile. You focus on Intellivision, Colecovision and Atari 7800.

      --
      #DeleteFacebook
    3. Re:why directX? by DontBeAMoran · · Score: 1

      Didn't Vulkan get destroyed on stardate 2258.42?

      --
      #DeleteFacebook
    4. Re:why directX? by 91degrees · · Score: 1

      It only does triangle rendering and texturing. This is pretty useful, but not for getting realistic refractive effects. Reflections in OpenGL tend to be a bit of a cheat as well. The reflection looks fine for the most part, but unless you have a perfectly flat, or perfectly spherical mirror, they're typically an approximation.

      Personally, I don't think this sort of thing really justifies the cost of raytracing when current techniques work fairly well, but nVidia clearly disagree.

    5. Re:why directX? by Billly+Gates · · Score: 1

      Easy AMD can use that. The dirty secret is Nvidia wrote DirectX11 and already had a GPU with the code in hardware already to beat AMD or I should say ATI at the time.

      Nvidia owns directX as much as MS and need a closed standard to monopolize the market.

  10. Raytracers are pretty fun... by RyanFenton · · Score: 5, Interesting

    When I was in college, I took two semesters of graphics - but this was in the late DOS era. Early OpenGL existed, but because this was a real theoretical college class on graphics - we built a real raytracer from pure math from c-code and assembler rather than trying to stick to some arbitrary industry standard.

    Cubes, spheres, torus, lighting, reflections, we did it all, piece by piece in glorious 640x350. It was ugly, and eerie, but really fascinating in terms of seeing pure mathematical expressions becoming 3d objects, pixel by pixel.

    Since then, I've worked in several jobs frequently involving 'proper' graphics, even worked on a bunch of professional shipped games (mostly gameplay and systems, occasionally worked everywhere though) - and I can appreciate the need to use all the tricks that we do to make origami worlds, everything angled to the camera, but I really did enjoy creating worlds of actual objects, and having the camera pull its own shell of perspective out of the scene instead.

    Which is how most assets are sort of created, actually, in the asset creation tools. You model the object, rip the polygons out how you can, create meshes and surfaces, and then try and cheat on everything to make it seem like the 'real' object again as cheaply as you can get away with. It's not quite raytracing outside a few tools, but it's an interesting hybrid.

    Raytracers are a cool educational tool - but I can also see why they're only really trotted out when CPU manufacturers want to push for a race to buy more CPUs. They don't scale as well as modern techniques - and although there's some neat tricks you can do when you have your assets really 'present' mathematically (Demoscene stuff does this occasionally), it's usually not a better tradeoff than using the abstraction tools available to make it all work faster.

    Ryan Fenton

    1. Re:Raytracers are pretty fun... by DontBeAMoran · · Score: 1

      Wait a minute... 640x350? You did raytracing in 16 colours?! Yikes.

      --
      #DeleteFacebook
    2. Re:Raytracers are pretty fun... by ledow · · Score: 2

      The tricks played to make things look real have been very convincing and took up less power.

      But go look at a teardown of a single scene in GTA V

      http://www.adriancourreges.com...

      "All in all there were 4155 draw calls, 1113 textures involved and 88 render targets."

      And a lot of clever trickery that engine etc. programmers have to apply, texture artists have to take account of, etc. etc etc.

      The "shortcuts" give convincing near-realism on low hardware for a hefty development price.

      Ray-tracing gives convincing realism on high hardware for much less development all over.

      As such, I can see a move towards ray-tracing.... eventually. Especially if you can put in a hardware features that helps it, wrap that in an API and force people to buy not just a GPU or a GPGPU but something that's capable of accelerating raytracing specifically. Then you could convince gamers that they need a new card. Especially if you consider, say, VR on top - VR and ray-tracing seems to go together naturally.

      Now you have the same incentive as people who had to go out and by an FPU, a Voodoo card, etc. etc. to play the latest-greatest game that consoles can't get near for another few years. It's what sold Quake, which in turn sold OpenGL cards.

      If things go right, VR/RT will be the reason that people upgrade their machines to play the next mega-game. And developers will push for that not just for showmanship but because their lives suddenly become cheaper and easier. Why bother to sit and texture a glass and come up with so-many-different bump maps, texture maps, reflection maps, etc. etc. when you can just specify that it's glass and have done with it and let the API convert it.

      I remember playing about with POV-Ray back in the day. My old Pentium could barely render a frame in a day. But the descriptive language used to generate the scenes was much easier than the things I see being shoved into graphics memory nowadays.

      If you pull the description of material properties out of the artists hands and into an API or engine, and then let the hardware do the description and heavy-lifting, ray-tracing is suddenly much easier than trying to craft it all yourself.

      The same way that early 3D games all had to write their own 2.5D / 3D engines (e.g. Doom) that did everything themselves and were overtaken by a handful of OpenGL statements and compatible hardware that didn't need the clever tricks, massive optimisation and limitations.

      And if you can get real-time ray-tracing, the creation tools basically mirror the production hardware. You have no need to pre-render, Z-order, edge-cull or almost anything else. You just describe the scene as you like, and that's your finished scene - the ray-tracing handles the rest.

      I can quite see an era where ray-tracing takes control of the industry because it's just not worth faffing about optimising when you can just throw the whole scene at the hardware and let it do the work.

      Maybe at that point, games will return to gameplay and atmosphere rather than just eye-candy, because they'll all be photo-realistic with almost no extraneous effort over downloading a library object and putting it into a scene.

    3. Re:Raytracers are pretty fun... by Anonymous Coward · · Score: 1

      Wait a minute... 640x350? You did raytracing in 16 colours?! Yikes.

      Ever seen a life-sized ASCII-art nude printed on wide-carriage, green-bar paper and hung up on a wall?

      We made do with what we had. :-P

      We used to dream of 640x350, because they hadn't even invented that yet. The first porn I saw on the internet was a 320x200 interlaced animated GIF ... and it was monochrome. Most monitors didn't even have actual colours.

      Why, we used to have to debug our code on paper printouts by hand walking through the code and proofreading everything and taking notes, and we had memory counted in kilobytes and eventually megabytes. We had to pedal the disk drives up to speed ourselves, and our lifetime worth of data would fit on a handful of floppies. Hell, we did most of our work over a 9600 baud serial line, and that was fast!! We didn't even get into the same room as the actual computer.

      You kids today with your whiz-bang machines and screens with colour and touch screens. Literally every aspect is millions of times bigger ... RAM, CPU, disk ... all of it. You've never had to cram something into 4K of RAM because there was no more RAM.

      Why, we had to walk to the data centre to get our printouts ... up hill, both ways no less. In an actual fucking snow storm. You try carrying an inch thick of greenbar paper in the snow.

      One modern GPU represents more compute power than ... well, than 1982 actually. I don't mean one or two things in 1982, I mean the entirety of 1982. An iPhone will take care of 1978 in that regards.

      Of course, I had an onion on my belt, because that was the style ... ... now get off my goddamned lawn, punk. ;-)

    4. Re:Raytracers are pretty fun... by fibonacci8 · · Score: 1

      animated GIF - 1989 (part of the GIF89a extension to the GIF87a format)
      640x350 16 color EGA graphics as an option - 1984
      Just because you didn't see stuff until 5 years after it was commercially available doesn't mean the rest of us didn't.

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    5. Re:Raytracers are pretty fun... by DontBeAMoran · · Score: 1

      My first computer was a Colour Computer 2 with 64KB and tape drive. Floppy drives were incredibly expensive.
      My first modem was 300bps. After that I went to 2400bps, then 14.4kbps and finally 28.8kbps.
      My first PC was a 8086 running at 8MHz with 256KB.

      From some parts of your comment, you started before me (wide-carriage green-bar paper printers).
      From other parts of your comment, you started after me (AFAIK 320x200 in monochrome did not exist, you either had monochrome Hercules graphics or four-colours CGA, then later came EGA followed by MCGA on PS/2 and VGA on others).

      And no, I never had to cram anything into 4KB because my first computer was 64KB and the price difference between an ATtiny25 and ATtiny85 is so small that it doesn't matter for personal projects.

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  11. Re:Bad demos by Viol8 · · Score: 1

    "And as always they showcase the technology with a scene that would have rendered just as well with current rasterizer+lightmap techniques that people have gotten used to over the last 20 years."

    Yes, and 20 years ago it would probably have taken a couple of hours to render a single frame on a top spec PC, not 60fps real time you clueless gimp.

  12. Awesome! by PeterGM · · Score: 1

    More features to turn off in the settings so I can improve frame rates and actually see what I'm supposed to be looking at.

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  13. OpenGL by ArchieBunker · · Score: 1

    As opposed to OpenGL where you had the ATI version, the Nvidia version, and going further back the Solaris and IRIX versions.

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  14. Platform by ledow · · Score: 2

    Yeah, you have to love the graphic towards the bottom:

    "Board Industry Support"

    API: Microsoft.

    That's it. The only option. Not very "broad".

    1. Re:Platform by DontBeAMoran · · Score: 1

      It is, on the other hand, very board.

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  15. Intel already tried this by HalAtWork · · Score: 1

    Intel was trying to push this when it was clear they weren't making headway in the GPU space and also to push a heavier reliance on CPUs over GPUs (or at least in conjunction with) but it never seemed to gain any traction and was just relegated to tech demos.

    https://www.geek.com/games/int...

    https://www.hpcwire.com/2010/0...

    I guess we'll see how Nvidia does.

    1. Re:Intel already tried this by Bite+The+Pillow · · Score: 1

      I guess that's why the article says the Intel already tried this, and mentions reasons why this is different. Including the decade of technology improvements since then. I wasn't sure why they would mention that.

  16. Likely far in the Future by foxalopex · · Score: 1

    Between both major graphics card manufacturers (AMD) and (NVIDIA) it's usually not uncommon for either to work directly with Microsoft to introduce new DirectX features. The new Vulcan type rendering engines for example are major contributions by AMD. Unfortunately when it comes to raytracing, the main issue is that the amount of processing required for anything better than a simple scene is too much to run in realtime for just about any modern system. If there's glassy / refractive objects, the amount of processing shoots through the roof even more. So neat but probably not immediately usable for gaming. This might however be good for production.

  17. Re:Consoles by Holi · · Score: 3, Informative

    Pretty sure I haven't heard of a Volta based console.

    Consoles will be relevant in the discussion when they launch a console that will support this tech. Until then it's a PC ray-traced world.

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  18. Re: Been there, done it by Anonymous Coward · · Score: 1

    Your eyes only collect already traced rays. The sun raytraces everything in the solar system.
    Computer raytracing actually works backwards - rays are cast from the perspective of the camera, and those that end up at a light source contribute to the image.

  19. ...really, Really?? by Type44Q · · Score: 1

    I'm an MCSE who detests Windows and uses Linux exclusively... and even I think your post is do you think MS should be releasing extensions to graphics API's for competing platforms??

  20. Texture quality? by thegarbz · · Score: 1

    Why is it that every demonstration of ray tracing results in every surface looking like velvet? The secular reflections from small bumps in the textures are just insane. Is it because they were dialed up on purpose or is it some effect of raytracing that needs to be fixed with something like anti-aliasing?

    1. Re:Texture quality? by fibonacci8 · · Score: 1

      I suspect you're looking at some of the staples of raytracing texturing like simulated wood, metal, or stone. Heterogeneous materials approximated by too low of a resolution will end up "looking like velvet" because there's more color change going on per sampled unit of distance than can be made to look both smooth and accurate. Anti-aliasing is a crutch. Better alternatives: increase your color depth, increase the resolution of the image, or adjust the formulae being used to simulate the material.

      --
      Inheritance is the sincerest form of nepotism.
    2. Re:Texture quality? by thegarbz · · Score: 1

      Thanks, you suspected correctly. It was the metallic surfaces in the video. When the camera gets close you can see they are textured and cease to sparkle uncontrollably. It's a shame because while the video looked good in principle showing off the wonderful light reflections, I think I have seen some far more realistic looking footage in traditional game engines.

  21. 12 years later ... by Laxator2 · · Score: 1

    I remember around 2006 (when AMD has just acquired ATI ?) Intel was making a lot of noise of running the graphics directly on the CPU, hence the GPU-less machines was their big prediction.

    They were mentioning real-time ray-tracing as the next big thing in graphics and their CPUs were obviously the natural thing to do it. Here is an example from 2007:
    https://www.youtube.com/watch?...

    AMD and Nvidia immediately pointed out that their GPUs were much better for this job, and then nothing happened. Now I see they bring it up again, let's see if it is more than just vaporware.

  22. Re:Raytracing does not produce photorealistic imag by MrL0G1C · · Score: 1

    Ray-tracing doesn't seem necessary, games have impressive looking lighting already, they've gotten good at faking it. I'm skeptical about real time ray-tracing being able to handle high polygon counts and be able to output at 4k.

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  23. No Progress by Anonymous Coward · · Score: 2, Interesting

    Zobeid says, "there must be no progress except on my terms! No Progress I say!!"

    Here's a clue. This is an Nvidia technology. OMG, they left AMD out!

    In a world where companies bring value-added and proprietary technologies to the table, this is what happens. Making technologies universal and commodities happens through competition.

    If you wait for standards committees, cooperative ventures, FOSS, Vulkan, and everyone to get their shit together, progress takes years longer and sometimes stops entirely. Is that what you want? Because you shouldn't want that.

    Proprietary standards are imperfect but at least DirectX works well across all of Windows. And Microsoft has made a profitable space where games can be sold and played, and money comes in to fund additional development. The forcing mechanism is competition which makes AMD, Linux, Vulkan, OSX want to catch up.

    But yes, let's wait another 50 years for real-time ray tracing, for some mythical Open Source graphics hardware to appear. Also, we need open source CPUs, and all those missing graphics drivers. Can't have the current motherboards and chipsets, that's clearly untrustworthy, no one knows how they are built! Also, Linux is too much of a compromise for me, I insist upon having the original GNU operating system, currently at version 0.35 after 20 years of development!

    1. Re:No Progress by Anonymous Coward · · Score: 1, Insightful

      1). Feel free to walk down the hall and create that open standard. In the meantime Nvidia and Microsoft have already done it. Maybe this is the kick in the creative ass you need;
      2). The benefit is to the customers. You are acting like this is a proxy battle over which board member gets elected. Whoever does this, the customers benefit;
      3). You literally added nothing to the GP comment.

      FOSS fanatics don't get it. Since there is no practical way to create binary compatibility between Linux, OSX, Windows, etc., different graphics APIs have little impact on game porting overall. Let's not pretend that portable Java games exist, please.

      No, this is really just a thinly veiled attack on Microsoft by people who... hate Microsoft! Surprise. These people want someone else to succeed and usually, they want Linux.

      Linux is great. It's some of the people who advocate for Linux who aren't great. This is a great example of their myopia.

      1). Pretend that Microsoft is the villain here when this is clearly an Nvidia initiative;
      2). Pretend that DirectX is a Giant Problem, when in reality DirectX has been a huge success and brought a lot of sanity to game design;
      3). Suggest that RT ray tracing is good, but "just not this way", and that being first to market (a coup under almost any circumstances) is "taking advantage of consumers".

    2. Re:No Progress by datavirtue · · Score: 1

      ....and games will continue to get less fun. This is great for real-time rendering of My Little Pony on your desktop but graphics enhancements have not been helping the gaming world create fun games. Destiny died off in what....a month? Amazing mechanics.....not fun. The list goes on and on. Meanwhile all people really talk about are 20 year old 2D games that are coming to retro consoles.

      --
      I object to power without constructive purpose. --Spock
  24. Really? by argStyopa · · Score: 1

    I actually found that demo video pretty unimpressive.

    https://www.youtube.com/watch?... to link directly.

    Oh sure, it's PRETTY but there are some odd artifacts:
    - the table edges at 0:08+ flicker oddly
    - 0:47 the light effect from the source looks hemispherical, but the device itself wouldn't be?
    - the coffe cup with saucer at 1:08 has a weird glowy base

    These may be explicable, but they seemed odd in a tech demo.

    --
    -Styopa
  25. Not the Holy Grail by mentil · · Score: 2

    Turns out raytracing isn't the holy grail of gaming graphics, although it's been hyped for so long that it seems like it. I always thought Pixar films were raytraced, but they were actually rasterized. Cars was their first film that used raytracing at all, and even then it was only during the big race (due to all the reflections, presumably). I do know that shows like Babylon 5 and I believe ST:TNG did use raytracing, though. Nvidia shows off 'realtime raytracing' every few years but it never takes off, presumably better overall results are still achieved via rasterization; sure, you can get sexy shadows and reflections, but your poly count will be at early PS3-era levels. Also, there are problems with raytracing and meshes that animate, like, say, humans, that make it much slower. This is why you almost always see it done with static meshes like cars or buildings. Turns out raytracing isn't even the ultimate rendering technology; Path Tracing is closer, if not theoretically perfect.

    It's also worth noting that a form of raytracing has been in use in realtime graphics for a while, called relief mapping, which has made it into games.

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    1. Re:Not the Holy Grail by mrthoughtful · · Score: 1

      Realtime dynamic radiosity rendering is nice - it's used a lot in gaming for developing static patches.

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    2. Re:Not the Holy Grail by mrthoughtful · · Score: 1
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  26. Whistling In The Dark. by westlake · · Score: 1

    No thanks. I wills tick to gaming on Windows 7, that doesn't spy on me.

    Developers target platforms with significant market share and mainstream graphical support. Mainstream support for Win 7 as an OS ended in 2015. OEM Win 7 system installs for the consumer market in 2014. Four years is a long time in this business.

  27. Re:Raytracing does not produce photorealistic imag by scdeimos · · Score: 1

    No. While at first glance the video demo (https://www.youtube.com/watch?v=70W2aFr5-Xk) is very pretty it's clear they've gone overboard to make everything they possibly can reflective. That in itself defeats the attempt to be photorealistic.

    Aside from the ultra-reflectivity of everything in the scene the most annoying glitch on display was the bursty behaviour of the blooms on the metal edges of the tables, evident because they've used a (relatively) low-poly mesh for something that should be smooth curves.

  28. Re:Raytracing does not produce photorealistic imag by AHuxley · · Score: 1

    The need to drive up GPU and CPU sales is necessary.
    Microsoft will help along with the high polygon counts and 4K game marketing.
    The must have games and GPU thats ray-tracing 1.0 ready.

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  29. Re:Raytracing does not produce photorealistic imag by MrL0G1C · · Score: 1

    No, I'm saying the tech probably isn't there yet, I doubt they can do real time hi-res ray-tracing on consumer level hardware.

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  30. Re:Raytracing does not produce photorealistic imag by AHuxley · · Score: 1

    But the need to buy a new GPU just in case a new game needs that support will drive up sales.
    Just one more must have new selling point to hype for consumer level hardware.

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