Real Time RayTracing...唔一定要NV RTX...

本帖最後由 MirageKnight 於 2019-3-17 01:54 編輯

https://www.guru3d.com/news-stor ... ng-technology-demo-(runs-on-radeon-rx-vega-56).html

https://www.techpowerup.com/2536 ... -demo-for-cryengine

ame developer Crytek published a video in which it is showing real-time ray tracing reflections, and here is the interesting thing, it's not using Nvidia's RTX GPUs. According to the company, this is possible through a new ray-tracing function of the CryEngine 5.5.

The video they released is called Neon Noir and demos the possibilities of the new CryEngine feature. This video was created with "an advanced version of the CryEngine total illumination function," demonstrating Real-Time Ray Traced Reflections. This functionality will be added to the CryEngine this year for developers to use.

In the video below you can see the scenes rendered on a Vega 56-GPU from AMD. Crytek emphasizes that Neon Noir also did not use screen space reflections. According to Crytek, the raytracing demo from the video is based on an API and is therefore 'hardware independent'.  That means the feature can run on any DX12 graphics card. As to what the added perf cost of doing this through the API is, is not mentioned.

"Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12."

即係用普通GPGPU功能都做到. 唔使NV那些HW 特定的RT core.... 當然有機會有性能上分別.   

本帖最後由 killer699 於 2019-3-17 02:02 編輯

只係用ray trace來黎做鏡面reflection的話
應該會細食好多

不過既然搵人盲測BFV
絕大部份人都只能靠目測reflection分到有冇開RTX
係咁的話個方向都幾正路...

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只係用ray trace來黎做鏡面reflection的話
應該會細食好多

不過既然搵人盲測BFV
絕大部份人都只能靠目 ...
killer699 發表於 2019-3-17 02:00

ray tracing 用喺打機上面都總係有啲多餘

你話rendering用到就話分別大啫

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ray tracing 用喺打機上面都總係有啲多餘

你話rendering用到就話分別大啫
~Mars~ 發表於 2019-3-17 13:50


raytracing喺RPG講immersion嘅game應該有用, FPS例如battlefield就冇乜用la

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叫做有好過無

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raytracing喺RPG講immersion嘅game應該有用, FPS例如battlefield就冇乜用la
Mox 發表於 2019-3-17 15:37


其實主要係, 3A大作咁多人手做光影效果,本身已經做得好靚好完整, 光追效果就唔明顯

反而應該要睇D ,冇咩人手同錢的開發商作品
不過我覺得依家開發商大可以拎張2080TI 行模擬光追,
然後數據出晒黎再做預設特效, 完全唔洗客戶張卡支持光追

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其實主要係, 3A大作咁多人手做光影效果,本身已經做得好靚好完整, 光追效果就唔明顯

反而應該要睇D ,冇咩 ...
s84292 發表於 2019-3-17 20:40

假如反光面係固定 但係玩家可以隨意係任何位置產生光源 (爆炸光, 火光)
如果預先要畫好每一個位置會係反光面會產生咩畫面
就 =要一早計無限可能既畫面
除咗要保更多資料
得出既畫面亦都有限制 因為事實上唔會每一個可能位置都獨立計一次再保存

via HKEPC IR Pro 3.5.2 - Android(3.2.0)

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光追軟件做到....即係可以交由cpu做....由空閒核心做.......整體可能比由單一gpu做更快......

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光追軟件做到....即係可以交由cpu做....由空閒核心做.......整體可能比由單一gpu做更快...... ...
VADER 發表於 2019-3-18 06:26



    即係以前cpu 都可以做physic x

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光追唔一定要RTX卡
只係RTX卡效益高好多

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