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Khronos Group Releases Vulkan Ray Tracing

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Not really, you dont have the 4 lights on the left pillar yeah, probably because its an unrealistic/fake reflection thus not precent in something ray traced.
On the other hand you have red lights reflected just fine in the scene on the wall to the right.
or the light on the doorway next to them or the one from the red light outside, or the one form the machine on the window sill

honestly the mirror coat they used on the floor looks unrealistic, did they buff a glass floor before you got there? loses part of the atmosphere of the game if it looks like they just cleaned everything infront of you..
 
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or the light on the doorway next to them
Great example.
In the non-RT picture we see enough floor to know that at least the lower reflection is incorrect. There is no light source.
In the RT picture there's a diffused reflection in the middle - likely coming from the printer.

Reflections in RT take into account camera position (character eyes).
Simplified reflections are more or less static. Try jumping. You'll see most game engines ignore it.

1584482459094.png


the one from the red light outside
Looks like there was a lampshade. Normal stuff - light sources in almost all 3D engines penetrate lampshades. Check it. :)
the one form the machine on the window sill
Another good example. I'm almost sure there's a shade of red visible from the RT.
On the non RT it's almost like someone pointed a red laser at the sill. Pitty on those who have such printers...
Again: this may also be a matter of camera position.
honestly the mirror coat they used on the floor looks unrealistic, did they buff a glass floor before you got there? loses part of the atmosphere of the game if it looks like they just cleaned everything infront of you..
But now you're talking about scene design choices, not RT realism. That's how these scene was set up - they wanted reflections (it's a demo after all). Ray tracer did what it was supposed to do.

Also: google "shiny floor". You'll see it's not that hard to achieve in real life. :)
 
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Great example.
In the non-RT picture we see enough floor to know that at least the lower reflection is incorrect. There is no light source.
In the RT picture there's a diffused reflection in the middle - likely coming from the printer.

Reflections in RT take into account camera position (character eyes).
Simplified reflections are more or less static. Try jumping. You'll see most game engines ignore it.

View attachment 148393


Looks like there was a lampshade. Normal stuff - light sources in almost all 3D engines penetrate lampshades. Check it. :)
a red warning light has a lamp shade?
Another good example. I'm almost sure there's a shade of red visible from the RT.
On the non RT it's almost like someone pointed a red laser at the sill. Pitty on those who have such printers...
Again: this may also be a matter of camera position.
if it is, kinda screws the comparison doesn't it
But now you're talking about scene design choices, not RT realism. That's how these scene was set up - they wanted reflections (it's a demo after all). Ray tracer did what it was supposed to do.
that's just splitting hairs, if you can't do it right for the game, why have it? was it that hard to add bump mapping for it?
Also: google "shiny floor". You'll see it's not that hard to achieve in real life. :)
no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?
 
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a red warning light has a lamp shade?
Why not?
1584485267151.png

Seriously, I don't know this scene, so I don't know if there's a shade or not. Light going through lampshade was my first thought because I've seen it in games.

Anyway, that reflection (non-RT) looks rather weird. Why is it so large? Why is it so weirdly distributed?
if it is, kinda screws the comparison doesn't it
It absolutely doesn't. The fact that with RTRT there's a properly placed camera that affects visible reflections is a significant improvement.
As I said: some games actually ignore jumping. Try it.
no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?
Seriously, this is not something I can discuss. Maybe it's a lab and they cleaned. Maybe it's wet. No idea. I don't even know what game it's from.
 

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a red warning light has a lamp shade?

if it is, kinda screws the comparison doesn't it

that's just splitting hairs, if you can't do it right for the game, why have it? was it that hard to add bump mapping for it?

no it isn't, but this is invading a nazi strong hold. i doubt it would stay that clean in shiny though wear and tear and moving heavy machines though it. the non rt represents it better i'd say. or are all the soldiers doubling as janitors?

It's known as attention to detail but you wouldn't expect shiny floors in a war zone. Super shiny is expected in basic military training
 
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Seriously, this is not something I can discuss. Maybe it's a lab and they cleaned. Maybe it's wet. No idea. I don't even know what game it's from.
it's Wolfenstein: Youngblood

It's known as attention to detail but you wouldn't expect shiny floors in a war zone. Super shiny is expected in basic military training
i know that, which is why i mentioned why it looks unrealistic. but what ever, i'm done with this.
 
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Frankly, looking at two images at the same resolution, there's very little difference in perceived quality between classic rendering methods and ray tracing, at least from what I've seen. So a huge amount of computational effort for very, very little benefit.

Just a sales gimmick.
Try playing an actual game.

You have to see it in motion.
Exactly.
 
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And this Ray Tracing comes from Microsofts DXR open source. Interesting,
 
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does "Vulkan" raytracing mean i can get it on old radeon hardware?

:p

I am one of those gamers who turns shadows down to get even higher framerates... i care for textures and lights like godrays
 

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It actually looks pretty darn good as evidence by Quake II using ray tracing.
you need to see it in Control & Wolfenstein Youngblood (I know the game sucks but the RTX support is top shelf)
 
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I agree that it a waste of GPU power. So what you can see small details on a flower or better water reflection.. In Gaming Combat, you don't have time to stand around look at pretty things. All you going to see is a bullet coming straight at you.
 
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you need to see it in Control & Wolfenstein Youngblood (I know the game sucks but the RTX support is top shelf)
Despite Wolfenstein Youngblood feeling like the same old, I like the Wolfenstein series, they are fun to play and not terribly overpriced. They keep making them and I'll keep buying them lol
 
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