Friday, March 15th 2019
Crytek Shows Off Neon Noir, A Real-Time Ray Tracing Demo For CRYENGINE
Crytek has released a new video demonstrating the results of a CRYENGINE research and development project. Neon Noir shows how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games. The Neon Noir demo was created with the new advanced version of CRYENGINE's Total Illumination showcasing real time ray tracing. This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.
Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.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.
Ray tracing is a rendering technique that simulates complex lighting behaviors. Realism is achieved by simulating the propagation of discreet fractions of energy and their interaction with surfaces. With contemporary GPUs, ray tracing has become more widely adopted by real-time applications like video games, in combination with traditionally less resource hungry rendering techniques like cube maps; utilized where applicable.The experimental ray tracing tool feature simplifies and automates the rendering and content creation process to ensure that animated objects and changes in lighting are correctly reflected with a high level of detail in real-time. This eliminates the known limitation of pre-baked cube maps and local screen space reflections when creating smooth surfaces like mirrors, and allows developers to create more realistic, consistent scenes. To showcase the benefits of real time ray tracing, screen space reflections were not used in this demo.
Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.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.
Ray tracing is a rendering technique that simulates complex lighting behaviors. Realism is achieved by simulating the propagation of discreet fractions of energy and their interaction with surfaces. With contemporary GPUs, ray tracing has become more widely adopted by real-time applications like video games, in combination with traditionally less resource hungry rendering techniques like cube maps; utilized where applicable.The experimental ray tracing tool feature simplifies and automates the rendering and content creation process to ensure that animated objects and changes in lighting are correctly reflected with a high level of detail in real-time. This eliminates the known limitation of pre-baked cube maps and local screen space reflections when creating smooth surfaces like mirrors, and allows developers to create more realistic, consistent scenes. To showcase the benefits of real time ray tracing, screen space reflections were not used in this demo.
150 Comments on Crytek Shows Off Neon Noir, A Real-Time Ray Tracing Demo For CRYENGINE
Prepare popcorn everyone.
Please Crytek. Im tired of demos after Demos. I want crysis:banghead:
And as soon as I seen Crytek I thought "Yes Crysis 4"... But it's just a demo...
It's cool and all tho.
The extra RT cores on Nvidia cards will give a serious edge over non-RT cards
All good then!
nvidia will probably use their dedicated cores for it, and AMD can leverage their superior compute for it. Interesting to see how this progresses.
Only hardware left out seem to be non-rtx nvidia cards which also do not have necessary compute performance.
Yes AMD is better but it really just sucks for 1060 owners.
they're just more efficient cores, they have absolutely no performance benefit per se looking away from energy use, IE a RTX2060 may be slower than VII in RT games despite the VII having no RT cores.
Big misconception that is brought forward by nVidia's marketing team that makes people believe that there is some special sauce in every nook of their arch kinda like apple does.
It's just less precision cores that isn't as fat and thus efficient in one way, and it makes the chips very inefficient in performance\die area where I doubt they can do this on smaller nodes at all so MCM is likely where we see RT can actually take off as I feel the RTX2xxx is just too early!
Not to take anything away from nvidia's highly efficient arch, superior performance etc, but new magical stuff it is not.. it's the same old design choice and for the first time since kepler I think they've done the wrong choice, Titan and 2080TI as RTX would actually not be so dumb with rest non RT.
The arch and technology is all capable it is just too early and that is absolutely not something nvidia does often :)
Edit: rephrased quite a bit
RTX is just nVidia's branding of DXR + DLSS etc in this case.
no performance benefit,yeah,right.
2080Ti is 1.55x faster than Titan V in BF5 RTX.So 2060 would be around Titan V performance in RTRT.
If you think RVII can beat a 15 TFlop nvidia card with 640 dedicated tensor cores (more than 2080Ti) then yeah, good luck with that.
I already heard fanboys say that Fury X will be faster in RTRT than Pascal,now RVII would be faster than RTX cards in doing RTX
This, however... yes. Simply yes. Attacking the performance problem from the angle of a software-based implementation that can scale across the entire GPU instead of just a part of it, while the entire GPU is also available should you want the performance elsewhere. Even if this runs at 5 FPS today in realtime on a Vega 56, its already more promising than dedicated hardware. This is the only way to avoid a PhysX situation. RT needs widespread adoption to get the content to go along. If I can see a poorly running glimpse of my RT future on a low-end GPU, this will catch on, and it will be an immense incentive for people to upgrade, and keep upgrading. Thát is viable on a marketplace.
Another striking difference I feel is the quality of this demo compared to what Nvidia has put out with RTX. This feels like a next step in graphics in every way, the fidelity, the atmosphere simply feels right. With every RTX demo thus far, even in Metro Exodus, I don't have that same feeling. It truly feels like some weird overlay that doesn't come out quite right. Which, in reality, it also is. The cinematically badly lit scenes of Metro only emphasize that when you put them side by side with non-RT scenes. The latter may not always be 'correct' but it sure is a whole lot more playable. *DXR. In the end Nvidia is using a customized setup that works for them, it remains to be seen how well AMD can plug into DXR with their solution, or how Crytek does it now, and/or whether they even want to or need to. The DX12 requirement sure doesn't help it and DXR will be bogged down by rasterization as well as it sits within the same API. There is a chance the overall trend will move away from DXR altogether, leaving RTX in the dust or out to find a new point of entry.
I think it will be interesting to have this demo as a benchmark, make it so Crytek! :)