Asi nejdůležitější věcí, kterou DirectX 12 Ultimate takto standardizuje, je podpora pro ray tracing, respektive jeho hardwarová akcelerace (například na RT jádrech Turingu). Microsoft před dvěma lety ray tracing uvedl jako rozšíření DXR (DirectX Raytracing) a do DirectX 12 Ultimate je povinně zahrnutá aktualizovaná verze DXR 1.1, která přidává některá zlepšení, například možnost, aby výpočet RT v nějakém efektu inicializovalo samo GPU bez zapojení CPU (GPU Work Creation). Další novinka je Inline ray tracing, což je režim práce s ray tracingem, kdy vývojář má vyšší kontrolu (jde tedy o více nízkoúrovňový styl programování oproti standardnímu režimu ray tracingu přes dynamické shadery). GPU Turing podporují kromě původního DXR 1.0 už i tato rozšíření a DXR 1.1.
Hladis píše:Digital Foundry: Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger
Na 2800Ti to dava ve 4k DLSS pod vodou ~50 fps. Ceka je jeste dost prace.
No a fakt NECHCI lesknouci se stromy...
It will be amazing in case after 10GHz we will see 20GHz, 30GHz and so on, just like we witnessed the thorny way from 10MHz to 33MHz in the eighties. -xbitlabs.com
Asi tak, ten lag byl jedinej problém toho starýho path tracingu kterej fungoval i bez RTX. Tohle vypadá zatim cca stejně takže bych chtěl vidět ňákej benefit.
Něco málo ohledně UE5 dema na PS5 a UE5 celkově na PC
Scott Herkelman - VP & GM Radeon Business Unit AMD píše:
Firefox72 píše:These things should always be taken with a big grain of salt. Just go watch the UE4 Infiltrator demo from 2013. Games barely leverage that kind of lighting today let alone back in 2013 when it was shown. This being shown in realtime makes me hope there not bulshiting too much. And with this comming out in late 2021 we should see games with it in a few years.
Hi Firefox72,
Fair points. Consider that Epic's Unreal Engine is one of the most successful game engines in the world today that game developers, movie studios and professional applications use to create their work. UE5 is all about pushing the boundaries of what is possible in game technology beyond 2021 (as you mentioned).
Some game developers will make a trade-off of next gen CPU/GPU features which enable realistic gameplay to have their game be adopted by as many gamers as possible. They will often use PC capabilities from three to five years ago as their base model. You can usually see this in the min/max system recommendations. Then there are some game devs that really push the boundary and give us amazing experiences and aren't as concerned with PC specs from many years past.
What is exciting about the new consoles launching is that for those game developers who build games across PC and consoles, it will push them to incorporate leading next gen techniques to all audiences. It will take time for that to happen, however, given the budget that Sony and Microsoft will bring it will push our industry towards new realistic gaming possibilities. The other point that we, here at AMD, have been planning for is the timing with the console launches, to ensure that no hardware vendor specific "proprietary" Ray Tracing technique or other GPU features slows down and bifurcates the industry to adopting next gen features. With this console momentum and Microsoft's DXR for PCs, I'm hopeful we can push towards an open ecosystem for all gaming and gamers.
Ja tam nic o tomhle nectu, jen zkopiravany marketacky kecy nejakyho AMD marketaka k uplne jiny veci nez RT a jeho cervene zvyrazneny pokus o trolleni, ktery si tam prisadil. Ostatne prave kvuli tomu jsi tenhle obsahly blabol sem hodil.
PS:
Hardware accelerated ray tracing will be supported in Unreal Engine 5, for example, but it's not a part of the PS5 tech demo revealed today.
Riku píše:Na to, že to nepoužívalo RT tak to vypadalo dost dobře.. rozhodně líp než RT GI v Metru
UE5 jako takovy tu nema tema a tohle je RT tema, ale podivej se na video od Digital Foundry. Tam se o pouzitych technikach rozpovidali https://www.youtube.com/watch?v=IIdn6yNdHMY vypada to dobre, ale je to tady mimo tema, takze jestli UE5 jako takovy chce nekdo resit, tak jinde.
Jak zase mimo téma? Jedná se o RT based multibounced dynamic GI jen to není akcelerované přes dedikovaný HW a v podstatě je to vylepšený "Dynamic Diffuse Global Illuminination" - první implementace v UE4.2x a používaný také v "RTX GI".