We're nowhere near the pinnacle of graphics til we can to real time ray tracing

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StrongDeadlift

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#1 StrongDeadlift
Member since 2010 • 6073 Posts
Some people on here think that we are hitting the law of depreciating returns when it comes to videogame graphics, some even saying 4 gigs of ram is enough? Hell no, we are not even close. We wont even begin to get close until we can run real time ray tracing smoothely, let alone make a playable game out of it. In the evolutionary process of game graphics we are still cavemen using rasterization. Here is a video of real time ray tracing being run on a computer with 40 hyperthreaded cores (80 threads) rendering translucent skin with subsurface light scattering (the same tech used in the movie Avatar and Lord of the Rings). They are rendering red blood vessels underneath his translucent skin and have the same REAL LIFE index of light refraction values. (the part I was talking about starts at 3:40, but you need to watch the whole vid to hear him explain the tech.) http://www.youtube.com/watch?v=zbokPe4_-mY&list=LL9qkPIu4AwnLZseuXK13oZA&index=12&feature=plpp_video another vid: http://www.youtube.com/watch?v=ianMNs12ITc&list=LL9qkPIu4AwnLZseuXK13oZA&index=9&feature=plpp_video This is all very CPU demanding, and tells me the future of gameing may be in having a s**t load of cores, and ALOT of ram, I.E. in the 10's of gigabites (it wont even be perfected until we are into the HUNDREDS of gigabites of ram, which will prolly be the gen AFTER next). I think people should be expecting alot more ram from next gen consoles (at least Sony's console, and maybe even nintendo). keep in mind this is all still just rendering still scenes without anything going on, even with 10's to hundreds of gigs of ram (the polygons are all drawn by the CPU and the only constraint to this is ram). And even then, they only get about 5 fps just to move the camera around. Not only is ram what devs are, we should hope for a console with about 16-32gbs of ram. I just made this thread for people who think current PC graphics are anywhere close to hitting "realism". movies like Avatar? Those movies take DAYS for computers with a sh*t ton of ram to render. They render the movies slowly at a few frames per second and let it sit for days, and then speed it up to the proper framerate. We can barely render real time VIDEO rendering of ray tracing without it being a slideshow. Videogame graphics have a LONG way to go before we hit Avatar realism.
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sandbox3d

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#2 sandbox3d
Member since 2010 • 5166 Posts

Of course we aren't. Have a look around the room you're sitting in. Go have a look out your window. If realism isn't your thing then sit down and watch Wall-E, Up, Toy Story 3, Avatar, etc...

As soon as the average game starts looking like the world around you then this argument can be made.

We are getting close to a point of diminishing results with models. Not saying that we are anywhere near it honestly, but that is one aspect that has been pushed much further than others and with dynamic tessellation for LOD we are making leaps in that direction.

But lighting, character animation, shaders, physics, particle systems, volumetrics, etc.. are all still very much in their infancy when it comes to video games.

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#3 sandbox3d
Member since 2010 • 5166 Posts

Oh and not to be a drag, but SSS shaders (sub surface scattering) has been around for a while and has been used in countless projects. No need to tag it to LotR, or Avatar like its something new. If you've ever seen a convincing render of skin, milk, marble, wax, etc.. you've seen SSS and there are already game engines that support, or in some cases emulate such shaders very well.

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#4 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

This is all very CPU demanding, and tells me the future of gameing may be in having a s**t load of cores, and ALOT of ram, I.E. in the 10's of gigabites (it wont even be perfected until we are into the HUNDREDS of gigabites of ram, which will prolly be the gen AFTER next). I think people should be expecting alot more ram from next gen consoles (at least Sony's console, and maybe even nintendo). keep in mind this is all still just rendering still scenes without anything going on, even with 10's to hundreds of gigs of ram (the polygons are all drawn by the CPU and the only constraint to this is ram). And even then, they only get about 5 fps just to move the camera around. Not only is ram what devs are, we should hope for a console with about 16-32gbs of ram. I just made this thread for people who think current PC graphics are anywhere close to hitting "realism". movies like Avatar? Those movies take DAYS for computers with a sh*t ton of ram to render. They render the movies slowly at a few frames per second and let it sit for days, and then speed it up to the proper framerate. We can barely render real time VIDEO rendering of ray tracing without it being a slideshow. Videogame graphics have a LONG way to go before we hit Avatar realism. StrongDeadlift
When we get to it in games most of the raytracing will be done on the GPU. Current dx10 and dx11 GPUs can do decent raytracing already, not for any serious game in realtime, but alot faster than any desktop CPU. Look up Luxrender or octane render. CUDA and OpenCL renderers that work on your GPU. Also there is the Nvidia design garage with is their demo of raytracing for newer cards.

And another thing in the current generation of graphics we are going into the realm of real time GI with limited bouncing light. Crysis 2 on PC has the light from the sun bounce, i believe 5 bounces. Things like geometrics enlighten(BF3) and other real time GI systems can have bouncing indirect light as well. So not raytracing, but a step closer

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garrett_daniels

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#5 garrett_daniels
Member since 2003 • 610 Posts

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

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#6 ConanTheStoner
Member since 2011 • 23838 Posts

Why is Ray Tracing always considered the "end all" aspect to graphics? I mean I've read about it, understand it and it looks great, but arent there other less taxing solutions that look just as good?

I read somewhere that Pixars Renderman doesnt even use ray tracing. And isnt radiosity taking over as a solution for both games and film? I am a noob so I'm asking this seriously.

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ConanTheStoner

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#7 ConanTheStoner
Member since 2011 • 23838 Posts

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

garrett_daniels

Aren't those unrelated though? Tessellation from what I understand subdivides and displaces polygons as the model gets closer to the camera whereas ray tracing is a very accurate way of generating light and shadow.

So I think, again I don't know for certain.

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#8 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

garrett_daniels
They aren't things you compare. Games don't use tessellation "instead" of raytracing, they are in completely different catagories. Tessellation isn't a method of lighting, it is something that increases mesh density.
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#9 o0HAPPY0o
Member since 2007 • 815 Posts

But we don't need that because we have Uncharted 3! :P

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#10 ConanTheStoner
Member since 2011 • 23838 Posts

[QUOTE="garrett_daniels"]

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

ferret-gamer

They aren't things you compare. Games don't use tessellation "instead" of raytracing, they are in completely different catagories. Tessellation isn't a method of lighting, it is something that increases mesh density.

That's what I was thinking. Sorry to be a bother, but you seem to know about these things. Could you answer my previous question? :)

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garrett_daniels

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#11 garrett_daniels
Member since 2003 • 610 Posts

I see I wasn't very clear at all. Sorry about that. :)

Tesselation and ray tracing work in completely unrelated ways but are used to achieve the same result, i.e. significantly better graphics; the difference here is that ray tracing carries a huge performance hit, so we'll be seeing games using heavy tesselation with little or no ray tracing--especially since existing lighting methods already look pretty good but it's the models and textures that aren't quite up to the same standard.

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#12 MuayThaiFTW
Member since 2011 • 701 Posts
Good post. Thank you. I didn't know about this stuff. It was pretty informative
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#13 Kinthalis
Member since 2002 • 5503 Posts

[QUOTE="garrett_daniels"]

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

ConanTheStoner

Aren't those unrelated though? Tessellation from what I understand subdivides and displaces polygons as the model gets closer to the camera whereas ray tracing is a very accurate way of generating light and shadow.

So I think, again I don't know for certain.

You're right.

The two are compltely unrelated.

And by the time hardware gets powerful enough to do real time ray tracing, we'll be talking about photon mapping :)

Realistically, we're looking at rasterization methods witha ton of improvements for the next 10-15 years.

The thing is, you can get 99% of the way to ray-tracing with rasterization. It's just a matter of improving certain ways of rendering light/shadow/meshes, and throwing more GPU power in to the mix.

In other words, you can do the stuff that is being done win those ray-tracing videos with rasterization, and you ca do it with less hardware muscle. That will always be true. So the quesiton becomes, why do ray-tracing?

I guess the answer will be a rhetorical: why not? But that won't happen until we're running MUCH more powerful ahrdware.... Or to be more accurate, when the server farms that will be streaming our games into our smart TV's and phones, have the hardware capable of doing so.

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#14 Kinthalis
Member since 2002 • 5503 Posts

I see I wasn't very clear at all. Sorry about that. :)

Tesselation and ray tracing work in completely unrelated ways but are used to achieve the same result, i.e. significantly better graphics; the difference here is that ray tracing carries a huge performance hit, so we'll be seeing games using heavy tesselation with little or no ray tracing--especially since existing lighting methods already look pretty good but it's the models and textures that aren't quite up to the same standard.

garrett_daniels

Ray tracing = lighting/shadowing solution.

Tessellation = 3D displacement mapping which inrcreases the detail of 3d models.

Not really related at all.

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#15 ConanTheStoner
Member since 2011 • 23838 Posts

[QUOTE="ConanTheStoner"]

[QUOTE="garrett_daniels"]

Next-generation games will be primarily using tesselation, not ray tracing; it provides an impressive step up (see Epic's Unreal Engine 3 Samaritan Demo) without the enormous performance hit ray tracing currently carries.

Kinthalis

Aren't those unrelated though? Tessellation from what I understand subdivides and displaces polygons as the model gets closer to the camera whereas ray tracing is a very accurate way of generating light and shadow.

So I think, again I don't know for certain.

You're right.

The two are compltely unrelated.

And by the time hardware gets powerful enough to do real time ray tracing, we'll be talking about photon mapping :)

Realistically, we're looking at rasterization methods witha ton of improvements for the next 10-15 years.

The thing is, you can get 99% of the way to ray-tracing with rasterization. It's just a matter of improving certain ways of rendering light/shadow/meshes, and throwing more GPU power in to the mix.

In other words, you can do the stuff that is being done win those ray-tracing videos with rasterization, and you ca do it with less hardware muscle. That will always be true. So the quesiton becomes, why do ray-tracing?

I guess the answer will be a rhetorical: why not? But that won't happen until we're running MUCH more powerful ahrdware.... Or to be more accurate, when the server farms that will be streaming our games into our smart TV's and phones, have the hardware capable of doing so.

Hey thanks for the info!

*goes to read about photon mapping*

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#16 ionusX
Member since 2009 • 25778 Posts

real time ray tracing is already possible on a lower scale.. intel can do it with knights corner workstation gpu chips and wolfenstein 3

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#17 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

Why is Ray Tracing always considered the "end all" aspect to graphics? I mean I've read about it, understand it and it looks great, but arent there other less taxing solutions that look just as good?

I read somewhere that Pixars Renderman doesnt even use ray tracing. And isnt radiosity taking over as a solution for both games and film? I am a noob so I'm asking this seriously.

ConanTheStoner
Pixar uses raytracing. I think what you are talking about is them having a very mild to non-existent GI effect because they want the artists to have maximum control over the lighting. Ray-tracing is considered the end all, because it is the best way to approximate real light. Light rays bounce in real life, and that is what ray-tracing does. Radosity is nice, and can be implemented to a limited degree in real time for video games, see Battlefield 3, and will be the direction video games will be going for a while before raytracing because it is possible to implement in real time for games. There are other possibilities of what we will see in advancement for lighting methods like photon mapping, or stuff like CE3 is doing, but more likely real time radosity will become prevalent next gen. In radosity vs raytracing, raytracing is much better at giving realistic lighting results, specifically for shadows, reflections, and refractions, and the only major limitation is performance.
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#18 ConanTheStoner
Member since 2011 • 23838 Posts

[QUOTE="ConanTheStoner"]

Why is Ray Tracing always considered the "end all" aspect to graphics? I mean I've read about it, understand it and it looks great, but arent there other less taxing solutions that look just as good?

I read somewhere that Pixars Renderman doesnt even use ray tracing. And isnt radiosity taking over as a solution for both games and film? I am a noob so I'm asking this seriously.

ferret-gamer

Pixar uses raytracing. I think what you are talking about is them having a very mild to non-existent GI effect because they want the artists to have maximum control over the lighting. Ray-tracing is considered the end all, because it is the best way to approximate real light. Light rays bounce in real life, and that is what ray-tracing does. Radosity is nice, and can be implemented to a limited degree in real time for video games, see Battlefield 3, and will be the direction video games will be going for a while before raytracing because it is possible to implement in real time for games. There are other possibilities of what we will see in advancement for lighting methods like photon mapping, or stuff like CE3 is doing, but more likely real time radosity will become prevalent next gen. In radosity vs raytracing, raytracing is much better at giving realistic lighting results, specifically for shadows, reflections, and refractions, and the only major limitation is performance.

Awesome, thanks for the thorough answer. And there goes that photon mapping again! :P Must read more.

I'm interested in getting into digital art, not necessarily for games, but I'm finding this subject to be much more complex than I imagined.

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#19 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

Also for the hermits to play with, here is LuxMark, a raytracing openCL benchmark, it has an interactive mode where you can try to move it around while your GPU trys to render ithttp://www.luxrender.net/wiki/LuxMark

Mah score is 9785 :D

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#20 MacBoomStick
Member since 2011 • 1822 Posts

There is a lot more to graphics than lighting and raytracing.

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StrongDeadlift

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#21 StrongDeadlift
Member since 2010 • 6073 Posts

But we don't need that because we have Uncharted 3! :P

o0HAPPY0o
You mean Overrated 3: Drakes Deception :P. Seriously, i would quit gaming if that were the pinnacle of gaming graphics.
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#22 BrunoBRS
Member since 2005 • 74156 Posts
those PCs aren't struggling to produce those images AT ALL.
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#23 StrongDeadlift
Member since 2010 • 6073 Posts

Oh and not to be a drag, but SSS shaders (sub surface scattering) has been around for a while and has been used in countless projects. No need to tag it to LotR, or Avatar like its something new. If you've ever seen a convincing render of skin, milk, marble, wax, etc.. you've seen SSS and there are already game engines that support, or in some cases emulate such shaders very well.

sandbox3d

If anything, I imagine what they most likely do is they use SSS to create the the massive production models, and then take the normal maps from them to create the in game model you play with.

One thing I am curious about, and keep in mind im a noob, is what is the relation to Ray Tracing and Deffered Rendering? I remember back before Killzone 2 (yes two) was coming out, people kept talking about how it used deffered rendering, and they always mentioned it in the same breath as ray tracing, like it was similar in concept or something. What is Deferred rendering and what is its relation to Ray tracing?

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#24 StrongDeadlift
Member since 2010 • 6073 Posts
those PCs aren't struggling to produce those images AT ALL.BrunoBRS
Do you notice how in the car video, when he moves the camera, all those artifacts show up? Also, they only get like 5fps, all of this is just rendering a STILL scene with absolutely no animation whatsoever. Making a PLAYABLE game out of it, never mind an actual GOOD game, nevermind again an AAA game, nevermind again a 60fps framerate, nevermind even a 30fps framerate. Also, at the end of the first vid, the guy shows the highest number of polygons he got on screen (which was 2.3 billion or something) and it took 260gb of ram to render, and it only got 5fps.
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#25 D4W1L4H
Member since 2011 • 1765 Posts

Theres is no such thing as "pinnacle" with tech anymore.

"Everything that can be invented has been invented" Charles H. Duell 1899

60 years later, we went to the moon.

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#26 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

[QUOTE="sandbox3d"]

Oh and not to be a drag, but SSS shaders (sub surface scattering) has been around for a while and has been used in countless projects. No need to tag it to LotR, or Avatar like its something new. If you've ever seen a convincing render of skin, milk, marble, wax, etc.. you've seen SSS and there are already game engines that support, or in some cases emulate such shaders very well.

StrongDeadlift

If anything, I imagine what they most likely do is they use SSS to create the the massive production models, and then take the normal maps from them to create the in game model you play with.

One thing I am curious about, and keep in mind im a noob, is what is the relation to Ray Tracing and Deffered Rendering? I remember back before Killzone 2 (yes two) was coming out, people kept talking about how it used deffered rendering, and they always mentioned it in the same breath as ray tracing, like it was similar in concept or something. What is Deferred rendering and what is its relation to Ray tracing?

The first part of your post make too much sense to me. Are you mixing up SSS with a sculpting program? Game devs have been creating very high poly models and then baking normal maps for awhile now, it is common place in game development.

Deferred rendering is basically a method of rendering light sources that allows for a crapton of actual light sources, but it has restrictions and disadvantages compared to forward rendering, but with dx11 and other advances those disadvantages are lessening and deferred rendering is becoming more prominent. It isn't often mentioned in tandem with raytracing, actually i rarely hear them together. I know some devs(Metro 2033) use deferred rendering to create bouncing light for a few light sources because they have the capablity to have a few hundred or thousand light sources in a single frame, but it isn't actual light sources.

Kz2 was one of the earlier deferred rendering games, and toted it alot so it got hype because of that. Raytracing was mentioned a few times in regards to KZ2 because this was still the time where some idiots thought the ps3 was a super computer and having a helmet with a specular map meant raytracing.