Real time Ray tracing (StarWars)
Well, will this work in 3DVision ? :D It's using four Tesla V100... With Unreal Engine 4. (50.000$ of hardware) https://www.youtube.com/watch?v=J3ue35ago3Y [img]https://s18.postimg.org/hzsz6vqll/Tesla_V100.jpg[/img] [img]https://s18.postimg.org/z1lt8o7y1/hop.png[/img]
Well, will this work in 3DVision ? :D

It's using four Tesla V100... With Unreal Engine 4. (50.000$ of hardware)




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I'm not 100% sure, but I think it's a DX12 exclusive feature (so we would have to wait for new wrappers/injectors for 3D fixes). Almost at the same time, AMD announced ray tracing for Vulkan too.
I'm not 100% sure, but I think it's a DX12 exclusive feature (so we would have to wait for new wrappers/injectors for 3D fixes). Almost at the same time, AMD announced ray tracing for Vulkan too.

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#2
Posted 03/24/2018 03:56 PM   
Please rename thread to [b]Ray Tracing discussions[/b]. I wanted to discuss Ray Tracing also and start a thread but this one once renamed will fit. I saw the latest METRO: Exodus will also have RT in it... I've played both 2033 and Last Light in 3D and couldn't wait to play Exodus in 3D but now I have doubts.
Please rename thread to Ray Tracing discussions.

I wanted to discuss Ray Tracing also and start a thread but this one once renamed will fit.

I saw the latest METRO: Exodus will also have RT in it... I've played both 2033 and Last Light in 3D and couldn't wait to play Exodus in 3D but now I have doubts.

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#3
Posted 03/24/2018 07:45 PM   
I read only the new cards will support raytracing so I doubt developers are just going to jump all over this as the exclusive option, also they currently use this tech in movies and it costs a fortune, will that change? time will tell.
I read only the new cards will support raytracing so I doubt developers are just going to jump all over this as the exclusive option, also they currently use this tech in movies and it costs a fortune, will that change? time will tell.

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#4
Posted 03/24/2018 10:35 PM   
https://www.youtube.com/watch?v=2NsdM1VS5u8 We are happy to announce our collaboration with NVIDIA using RTX technology to include real-time ray traced Global Illumination in our upcoming game, Metro Exodus.


We are happy to announce our collaboration with NVIDIA using RTX technology to include real-time ray traced Global Illumination in our upcoming game, Metro Exodus.

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#5
Posted 03/24/2018 11:58 PM   
In dream world I'll be playing Exodus in S3D at 4K with my new 4K 144Hz 34" ultra wide screen Gsync 3D Vision 3 monitor using a 2080ti. In real world I'll be struggling to play Exodus in non stereo 3D at 1440p with my 1080ti with the lowest settings.
In dream world I'll be playing Exodus in S3D at 4K with my new 4K 144Hz 34" ultra wide screen Gsync 3D Vision 3 monitor using a 2080ti.

In real world I'll be struggling to play Exodus in non stereo 3D at 1440p with my 1080ti with the lowest settings.

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#6
Posted 03/25/2018 10:28 AM   
Fully ray traced engines are too heavy for games. There have been ray tracing tech demos for years but when it comes to real gaming applications, developers always choose rasterisation because it allows the artists to use more polygons and more objects with less resources. The game engines with ray traicng will be hydrids, with 99% of the work done traditionally through rasterisation and a small fraction of raytracing for very specific effects. Just like with current shaders, compatibility will depend greatly on the individual usage of each shader. We're seeing already how raytracing is only used to extend shaders that benefit from information which is not present in the viewport (reflections and global illumination).
Fully ray traced engines are too heavy for games.
There have been ray tracing tech demos for years but when it comes to real gaming applications, developers always choose rasterisation because it allows the artists to use more polygons and more objects with less resources.

The game engines with ray traicng will be hydrids, with 99% of the work done traditionally through rasterisation and a small fraction of raytracing for very specific effects.
Just like with current shaders, compatibility will depend greatly on the individual usage of each shader.
We're seeing already how raytracing is only used to extend shaders that benefit from information which is not present in the viewport (reflections and global illumination).

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#7
Posted 03/25/2018 10:57 AM   
Is ray tracing even good idea ? Its propably pretty costing for fps.
Is ray tracing even good idea ? Its propably pretty costing for fps.

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#8
Posted 03/25/2018 10:58 AM   
Ray tracing is indeed extremely costly, especially when you want the fancier multi-bounce features (reflections, lighting with enough precision to produce global illumination and ambient occlusion, etc...). It is why tech demos use ray tracing to show off effects, and actual game engines use shortcuts and approximate effects to avoid using raytracing. For example : - pre-computed lighting, also called baked lighting (static lighting, used since the Quake engine, maybe even Doom ? I'm not sure, cannot be updated once in the game) - screen space ambient occlusion (weird unnatural shadows in small corners, but looks better than no shadows, and takes less memory and artist time than building custom baked shadows for each and every object in the game) - screen space reflections (mirroring pixels, often used for reflections over bodies of water and shiny floors. Often produces defects when an object in in the foreground being visible in the background reflections) - environment map reflections (using a 360° texture as reflection, usually does not update when the object moves, or is very heavy and low resolution if updated like car reflections) - env-map based global illumination from recent UE4 and Unity engines (nice approximation for a dynamic global illumination without bringing the engine to a crawl, but low resolution and usually slower update rate to save ressources) The main reason why is because the ray tracing technique cannot discard polygons like rasterisation does. The entire scene must be in memory, including off-camera areas and can potentially affect any other part of the scene.
Ray tracing is indeed extremely costly, especially when you want the fancier multi-bounce features (reflections, lighting with enough precision to produce global illumination and ambient occlusion, etc...). It is why tech demos use ray tracing to show off effects, and actual game engines use shortcuts and approximate effects to avoid using raytracing.
For example :
- pre-computed lighting, also called baked lighting (static lighting, used since the Quake engine, maybe even Doom ? I'm not sure, cannot be updated once in the game)
- screen space ambient occlusion (weird unnatural shadows in small corners, but looks better than no shadows, and takes less memory and artist time than building custom baked shadows for each and every object in the game)
- screen space reflections (mirroring pixels, often used for reflections over bodies of water and shiny floors. Often produces defects when an object in in the foreground being visible in the background reflections)
- environment map reflections (using a 360° texture as reflection, usually does not update when the object moves, or is very heavy and low resolution if updated like car reflections)
- env-map based global illumination from recent UE4 and Unity engines (nice approximation for a dynamic global illumination without bringing the engine to a crawl, but low resolution and usually slower update rate to save ressources)

The main reason why is because the ray tracing technique cannot discard polygons like rasterisation does.
The entire scene must be in memory, including off-camera areas and can potentially affect any other part of the scene.

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#9
Posted 03/25/2018 11:27 AM   
It does not look so good actually. But yeah, I love progression in graphics. So I will be on board on the next GPU generation and I am personnally more thrilled to play such graphics one day in VR.
It does not look so good actually. But yeah, I love progression in graphics. So I will be on board on the next GPU generation and I am personnally more thrilled to play such graphics one day in VR.

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#10
Posted 03/25/2018 03:25 PM   
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