Wednesday, March 21st 2018
Futuremark Showcases DirectX Raytracing Demo, Teases Upcoming 3D Benchmark Test
DirectX Raytracing (DXR) is a new feature in DirectX 12 that opens the door to a new class of real-time graphics techniques for games. We were thrilled to join Microsoft onstage for the announcement, which we followed with a presentation of our own work in developing practical real-time applications for this exciting new tech.
Accurate real-time reflections with DirectX Raytracing
Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods. For the past few months, we've been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges. While much of our presentation went deep into the math for our solution, I would like to show you some examples of our new technique in action.With DirectX Raytracing we can produce reflections of objects that exist outside the main camera view. Using DXR we can produce accurate, perspective-correct reflections on all surfaces in real-time.Reflections are not just for mirrors. They make other surfaces look more realistic too.Practical real-time raytracing for games
Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games. With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques.
Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.
We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API. I am happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.
Accurate real-time reflections with DirectX Raytracing
Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods. For the past few months, we've been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges. While much of our presentation went deep into the math for our solution, I would like to show you some examples of our new technique in action.With DirectX Raytracing we can produce reflections of objects that exist outside the main camera view. Using DXR we can produce accurate, perspective-correct reflections on all surfaces in real-time.Reflections are not just for mirrors. They make other surfaces look more realistic too.Practical real-time raytracing for games
Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games. With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques.
Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.
We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API. I am happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.
20 Comments on Futuremark Showcases DirectX Raytracing Demo, Teases Upcoming 3D Benchmark Test
other than that...
bollocks.
We've been promised to that RT would become a norm a long, long time ago (since HD5000 \ GTX 400 era).
RT can be done right and look insanely realistic. Unreal Engine's post renders are good examples. Now, it would be experienceable in real time.
Well, the screen space reflections using ray tracing are gonna look amazing, but current gen GPUs struggle when using soft shadows and regular screen space reflections, ray tracing is gonna absolutely destroy them. Unless nex gen gpus use tensor core to improve ray racing performance, this is not gonna adopt well.
This looks realistic, honestly your critism is akin to pointing out that nobody irl walks around in such a jumpsuit as the character in these pictures...
Its a demonstration if what the real time reflections can look like, if up to individual devs to design the levels how they want and they can add tons of dirt and scratches and whatever else they (or you) desire. 1. why did you feel the need to copy all the pictures?
2. tensor cores... do you even know what those are or do or are for?
2. for AI
www.futuremark.com/pressreleases/watch-our-new-directx-raytracing-tech-demo
Never really liked Timespy(Oh the times when Futuremark actually did good looking graphics tests), but yeah those reflections looks to be more lifelike now.
Can't wait to see how crappy my system is or isn't for this ray tracing technique.
I am an advocate of smart "fake" graphics techniques rather that brute force visual.
I would not consider that a problem though, true ray-tracing in real time continues to be unattainable. Even the current newsworthy items are clearly showing that we are far away from a sufficient amount of rays for true raytracing at this point as this is all about denoising.