So are they going to start using this heavily in upcoming games or is it still in the territory of "oh that's pretty" but not actually utilized for much more than tech demos and proofs of concept?
Is the problem that the software is currently outpacing the hardware, considering people are now demanding resolutions higher than 1080 and triple digit framerates, while it's hard for most RTX cards to push even the ray traced Quake above 60fps in 4k?
I haven't really heard anything new or exciting about graphics technology since like 2018.
It will soon be in all upcoming AAA games, and even many indies since the engines make it easy enough. The software will improve to more efficiently use the hardware. youtube.com/watch?v=SJ0NzZAkPlo
Luis Parker
>real-time >recorded
hello fucko
Josiah Sullivan
The "better" graphics become, the less interested I find myself.
Kayden Robinson
can someone explain raytracing to me like i have 1 INT
Andrew Howard
Yes, rendered in real time and recorded. As opposed to pre-rendered, like animated movies such as Shrek and Toy Story, which are processed out frame by frame on massive computer farms.
I don't know about that specific demo in the picture I posted, but a lot of these tech demos you are able to download the program and run it on your own computer.
Jace Martin
in short no. Ray tracing has like 5-6 shader stages and it's going to get complicated to do anything that you would normally do in textures that might not be "realistic" i.e. magic fx. Rendering volumes or SDFs will also be a big no-no, not really possible. You will need an entirely new render pass/subpass to do that since raytracing isn't that programmable.
Christian Butler
rays are traced
William Reyes
>in textures I meant in shaders. i.e. fragment and vertex shaders.
Julian Hernandez
this is a gimmick like Physx or hairworks or SLI made to get people to jump to over priced cards that arent really all that better than what they have for gaming, and on paper are better but in the field make only a few frames more