Monday, January 14th 2019
NVIDIA RTX in Action at CES 2019 Trailer for Upcoming Atomic Heart
While adoption of NVIDIA's RTX ray tracing technology has been slow, the potential for the technology is undeniable. Games like Battlefield V have shown us how some increased optimization work can bring interesting, improved visuals at even the lowest setting of the technology. More games will eventually come out with NVIDIA's RTX technology - Metro: Exodus being one of the most hyped, high-profile one, but one other gem was presented when NVIDIA announced their RTX series: Atomic Heart.
At CES 2019, developer Mundfish outed another trailer that shows off the ray tracing capabilities embedded in this China Miéville-esque game. An FPS game with USSR inspirations, NVIDIA's RTX will be used for accurate reflections and deeper shadows, much like in Remedy's also upcoming Control. The game is still ways, ways off, though - Jensen Huang does say this is what "next-generation gaming will look like"; and it's expected that the developer will only release a closed beta for the game come 4Q 2019. That's a lot of time between it being showcased as an NVIDIA RTX title and its actual release. Still, take a look at the video below for some more renditions of NVIDIA's RTX tech and what ray tracing can bring to the table.
At CES 2019, developer Mundfish outed another trailer that shows off the ray tracing capabilities embedded in this China Miéville-esque game. An FPS game with USSR inspirations, NVIDIA's RTX will be used for accurate reflections and deeper shadows, much like in Remedy's also upcoming Control. The game is still ways, ways off, though - Jensen Huang does say this is what "next-generation gaming will look like"; and it's expected that the developer will only release a closed beta for the game come 4Q 2019. That's a lot of time between it being showcased as an NVIDIA RTX title and its actual release. Still, take a look at the video below for some more renditions of NVIDIA's RTX tech and what ray tracing can bring to the table.
22 Comments on NVIDIA RTX in Action at CES 2019 Trailer for Upcoming Atomic Heart
Well played, Huang.
The whole deal about RTX is exactly its performance in a real, interactive gameplay situation. We all know what ray tracing looks like, we've been looking at it for years already. The only smooth RTX demos we see have super glossy objects with barely any texturing applied to them (look at the moon landing + this demo, its like watching bare Unreal Engine assets) and consisting of very simple geometric shapes. That isn't your regular in-game scenario, its a scenario that works well for RTX. Guess what, games DO come before RTX, not the other way around.
I see your point, but my takeaway is what they show is what they expect to be able to pull off in real time by the time this title is released. Between developers getting to grips with RTX and whatever Nvidia can optimize in the drivers, a lot could happen between now and then.
A lot could happen, but the only thing that HAS happened is that quality was steadily degraded to get acceptable performance in 'real time'. This tech demo doesn't show us the opposite, even though it tries very hard to convey that idea.
"quality was steadily degraded to get acceptable performance" = BFV applied RT to fewer things when lower quality RT is selected. And that's disregarding that performance was improved across the board, even at Ultra settings.
As usual, we see different halves of the glass ;)
I wanted it to start a about 14.18 min in; that's what the robot reminds me of.
Cmon, stop with the bullshit. Different kinds of impressive. A frame in a hours/days vs a frame in tens of milliseconds.
Given the resolutions and methods used back in 1990, that stuff could be run realtime in shaders on any recent GPU.
And of course there was a quality hit, this is inherent to the whole RTX affair on Nvidia GPUs. They have dedicated hardware to scale back quality in a somewhat convincing way. They simply fire lower amounts of rays or lower the complexity of surfaces.
Show me 'numbers of analyses' stating the opposite please, and I'll happily shut up. And also some data to back up your statement that 'the majority isn't screenspace'... because we already know RT in BFV is limited to a small selection of surfaces.
I'm allergic to bullshit, if it was BS, and if you can show me it is, I'll be more than ready to drop it. So far I haven't seen anything able to convince me, and really, I've been looking.
Why would quality hit be inherent to DXR? There is a perf hit, sure, but quality?
They do not fire less rays, they changed the algorithm of where the rays were cast. Nobody has said anything about lower amounts of rays.
Screenspace reflections have issues that are clearly not there for DXR reflections. With the perf patch there was an addition of vegetation (probably everything with lots of alpha-textures) from screenspace reflections.
I don't get the 'small selection of surfaces'. Do you want everything to be a mirror or something? Reflectivity is governed by a roughness attribute of the material with two different cutoff levels for low/medium and high/ultra. With high/ultra the amount of reflections is quite appreciable.
- The lower quality weapon from the announcement video is from DXR Medium which had issues before patch. It did not apply or mostly applied High settings. In all likelyhood the before video/image was High disguised as Medium. Apparent lower quality weapon in the ice scene is positioning/lighting/reflections, not quality of the model or textures.
- There were screenshots from the PCGH video implying SSR for soldiers and cars. Screenshots were correct but it was actually a demonstration for comparison with SSR running on RX580.
- The PCGH older video clearly shows no vegetation in DXR reflections just to confirm.
- Techspot article detailing changes which actually brought nothing new to the table besides also noting that vegetation got added as SSR.
Anything I missed?
Rest of the image quality articles I have seen mirror the same.
Amount of falling leaves were indeed reduced but this was generally agreed to be a good thing. That includes Techspot and If I remember correctly also PCGH above :)
But to say that the majority of what you see is RTRT, is a bit of a stretch isn't it? All you have is reflections with a single bounce, and only on a limited number of assets. And that ties into what @bug pointed out very well: you'd need a reference image to really see the difference at this point. Does a DXR enabled scene 'feel' more immersive in BFV? Hardly... Does it approximate reality? Hardly - we're simply missing reflections we'd expect to see and especially light sources are supposed to do so much more than they do now. This Atomic Heart tech demo gets a lot closer, and here you do get an extra sense of immersion, of looking at something that is truly higher in quality and more accurate - I got that especially out of the way the shadows respond to light, slowly transitioning from a soft to a hard shadow. That is a real, novel graphical effect and it gets picked up immediately.
It will be a little more interesting when we get titles that use RTRT for global illumination (I believe the next Metro title is up?), that should apply to most (all?) of the scene.
Also, no need to shut up, your points are still valid. Just don't forget about the general context ;)
This “tech demo” is what’s “possible” but not realistic with the real world performance requirements. Metro I hope will be another step closer. But it’s really gonna take another generation for this to really be the “magic” it can be
What will also slow RTRT adoption is that we can't go full-RT for at least another decade. So a piece of the GPU die that could do RT, is stuck supporting the rasterization path. But it is what it is, we can't just throw a working solution out the window.
We will have to see how denoiser/filters work with lighting. And whether Nvidia's denoising is any good. As far as we know, BF5 is still using DICE's own.
We should keep in mind that alternatives are not necessarily free or with better quality. Cubemaps and such are cheap but ugly. SSR is rendered at half resolution and usually comes with 10-15% performance hit.