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Joined 2 years ago
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Cake day: June 15th, 2023

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  • Still, a fully path traced game without the loss in detail that comes from heavy spatial and temporal resampling would be great

    And with enough performance, we could have that in VR too. According to my calculations in another comment a while ago that I can’t be bothered to find, if this company’s claims are to be believed (unlikely) this card should be fast enough for nearly flawless VR path tracing.

    It’s less exciting for gamers than it is for graphics devs, because no existing games are designed to take advantage of this high of rt performance







  • With some games, pre baking lighting just isn’t possible, or will clearly show when some large objects start moving.

    Ray tracing opens up whole new options for visual style that wouldn’t really be possible (aka would probably look like those low effort unity games you see) without it. So far this hasn’t really been taken advantage of since level designers are used to being limited by the problems that come with rasterization, and we’re just starting to see games come out that only support rt (and therefore don’t need to worry about looking good without it)

    See the tiny glade graphics talk as an example, it shows both what can be done with rt and the advantages/disadvantages of taking a hardware vs software rt approach.




  • It sounds like they’re tying the effect of attacks to the actual fine detail game textures/materials, which I guess are only available on the GPU? It’s a weird thing to do and a bad description of it IMO, but that’s what I got from that summary. It wouldn’t be anywhere near as fast as normal hitscan would be on the CPU, and it also takes GPU time which generally is more limited with the thread count on modern processors being what it is.

    Since there is probably only 1 bullet shot most of the time on any given frame, the minimum size of a dispatch on the GPU is usually 32-64 cores (out of maybe 1k-20k), just to calculate this one singular bullet with a single core. GPU cores are also much slower than CPU cores, so clearly the only possible reason to do this is if the data needed literally only exists on the GPU, which it sounds like it does in this case. You would also first have to transfer that there was a shot taken to the GPU, which then would have to transfer that data back to the CPU, coming with a small amount of latency both ways.

    This also only makes sense if you already use raytracing elsewhere, because you generally need a BVH for raytracing and these are expensive to build.

    Although this is using raytracing, the only reason not to support cards without hardware raytracing is that it would take more effort to do so (as you would have to maintain both a normal raytracer and a DXR version)