Anyone excited by RTX?
category: general [glöplog]
I'm sure everyone has seen it by now but if you haven't, the NVIDIA RTX demos are out and they are amazing:
https://www.youtube.com/watch?v=jkhBlmKtEAk
This got me super excited about people using this tech in demos. Is anyone planning to use RTX in a PC demo once the cards come out?
I see some marching, perfectly reflective cubes in our future.
https://www.youtube.com/watch?v=jkhBlmKtEAk
This got me super excited about people using this tech in demos. Is anyone planning to use RTX in a PC demo once the cards come out?
I see some marching, perfectly reflective cubes in our future.
I sense raytraced ”copperbars” incoming. I hope people will use it for something interesting.
Not really, too exclusive in both the hardware and software department for me.
If you're into perfectly reflective cubes you came to the right neighbourhood though, pretty much every 4k compo since around 2006 has at least one intro featuring those.
If you're into perfectly reflective cubes you came to the right neighbourhood though, pretty much every 4k compo since around 2006 has at least one intro featuring those.
Meh, already doing realtime path tracing.
Quote:
I sense raytraced ”copperbars” incoming. I hope people will use it for something interesting.
Of course... I mean having it in hardware for you has to win you something. Maybe lots and lots of real time perfectly reflective cubes?
Gee, I don't even know what the practical limits are these days.
So is it a new fixed function pipeline or something?
I plan to try it out as soon as I can. As for demos I can see it being attractive only if you already have a demo engine written against DX12. I think the amount of work required to write a brand new demo engine specifically for DX12 is not worth the chance to use raytracing. You may as well write your own raytracing code and get the much greater benefit of being able to hand-optimize the code for a specific demo.
RTX is an nvidia gameworks component on top of DXR (direct-x ray tracing) providing:
Read more over at Anandtech
Quote:
turnkey libraries for area shadows, glossy reflections, and ambient occlusion
Read more over at Anandtech
Well according to this, DXR is the one that runs on top of RTX.
Is anyone using Gameworks to make demos?
Is anyone using Gameworks to make demos?
Ah i see only the "turnkey" solutions are part of gameworks, should've payed more attention.
(nice how that accidentally broken link causes anandtechs asp server to choke lol,
fixed link)
(nice how that accidentally broken link causes anandtechs asp server to choke lol,
fixed link)
nvidia is going to make my meaningless dumb work in my free time more meaningless and i don't like that
meh
meh
I haven't really looked into DXR, but as I see it the tracing isn't the difficulty, it's the geometry. Storing a static mesh in a form suitable for tracing and rendering it is ok, but if it's an animated mesh? Especially if it's a big, detailed animated mesh. That's the problem that needs solving.
Quote:
RTX is an nvidia gameworks component on top of DXR (direct-x ray tracing) providing:
Quote:turnkey libraries for area shadows, glossy reflections, and ambient occlusion
Read more over at Anandtech
Ah interesting I didn't see that. That's disappointing. I was hoping there was just going to be a RAYTRACEMENOWBABY method added to DX12/OpenGL.
Quote:
I haven't really looked into DXR, but as I see it the tracing isn't the difficulty, it's the geometry. Storing a static mesh in a form suitable for tracing and rendering it is ok, but if it's an animated mesh? Especially if it's a big, detailed animated mesh. That's the problem that needs solving.
Latest BVH's have been doing a relatively good work in that regard, though. You can have a moderately dynamic ray-traced scene these days in real-time. Now, Global Illumination is still a huge problem, worse than updating geometry, imho.
Forgot to add: while I believe that DXR/RTX is a nice step forward, I don't see them as revolutionary. I agree that the videos are awesome, but the best ones used 4 Titan V GPUs at once, with all that power to spare, honestly and with all respect I can do real-time path-tracing as well. =)
Correcting myself: maybe they are revolutionary, but for providing an API and making it all accessible by the mass. Not by providing truly real-time path-tracing today. At least not yet.
I can't see GI being a problem with 4 Titan Vs tbh :D
Quote:
Forgot to add: while I believe that DXR/RTX is a nice step forward, I don't see them as revolutionary. I agree that the videos are awesome, but the best ones used 4 Titan V GPUs at once, with all that power to spare, honestly and with all respect I can do real-time path-tracing as well. =)
Wait... those were on Titans? That's a little misleading to say the least. They made it *sound* like something that could be done on consumer level cards. Not "consumer of datacenter racks" cards.