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Xbox architect on ray tracing: 'developers still want to use traditional rendering techniques without a performance penalty'

This is completely backwards. Operations with hardware support run exponentially faster than "software" techniques. Software based solutions are the definition of hitting a compromise with performance.

thanks for clarifying. I was thinking of this when I was writing that (I didn't fully understand the implementation of raytracing so I assumed it was mostly software):
 

Mod of War

Ω
Staff Member

Mod of War Mod of War we have two of these threads already. Can we get them merged please?

Done.
 

Hendrick's

If only my penis was as big as my GamerScore!
I know there's an attached article but this seems like a troll thread...... It's just here to fuel fanboyism and adds absolutely no new information.
Not sure if it is a troll thread, troll article or both. OP did omit things suspiciously, but article also has misleading clickbait title.
 

Virex

Banned
It's all good and well but the main question remains to be asked : At what resolution does Resident Evil VIII run with the use of traditional rendering techniques without a performance penalty
 

Warnen

Don't pass gaas, it is your Destiny!
Said in another thread Control has been the only game that wowed me on PC with ray tracing so far. Something about being indoors with weird lights and lots of glass looked cool. Took a huge performance hit at 1080p with it on. Most games id rather have the FPS then the better lighting.
 

MarkMe2525

Member
SMH it's an interview with one of the Xbox architects
I think he is referring to how the OP framed the content of the article. What I get from the article is they didn't want to sacrifice too much die space for rt specific functions that would hurt traditional rasterization. So they developed a method that uses fixed function and software. The OP then stated series x would have "not much" rt capabilities.
Time will tell, but I know you know that just because amd's approach to rt is different than Nvidias, does not mean it can't perform well.
 

VFXVeteran

Banned
How about developers stop jerking off to native 4k fuckery, save up half of the gpu resources by settling for 1440p or 4ckb, and they should be able to go all out with ray tracing.

Even at 1440p, you'd still have bandwidth issues. For every pixel, you still have to cast billions of ray intersections. Depending on the shaders, it could be more than that. This is a good starting point for what will most definitely take a couple of generations to get some good results. Even the 3000-series graphics cards will be bandwidth limited with their 1T/s. There is a reason why this shit takes hours when producing CGI.
 
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SlimySnake

Flashless at the Golden Globes
4k is something that should be pursued, not given up.
Image quality in 4k is beastly superior to 1080, and a medium that relies on immersio, needs it.
i didnt say anything about 1080p. i said 1440p (UE5 demo settings) or 4kcb which is so good even DF cant tell the difference at times. both of which render around half the pixels of native 4k.
 
Hahaha so much doom and gloom over this.. typical gaf.. always overreacting like little kids..

We are already seeing so good prospects for RT in most of ps5 games.. of course it will not be fully scene RT but who was thinking it would ever be given the current state of technology?

I’m really looking forward to spider man MM as I think will be a wonderful first show case of RT reflections.. further down the line GT will be glorious also..

And as devs take better understanding of this technology for sure we will see wonderful things in the future.. and if we think UE5 with some of this extra RT features I think next gen will truly shine.
 

llien

Member
This is completely backwards. Operations with hardware support run exponentially faster than "software" techniques. Software based solutions are the definition of hitting a compromise with performance.
You are confusing it with some other "software": something that runs on CPUs.
GPUs are drastically different, massively multi-threaded out of the box.
 

geordiemp

Member
It's all good and well but the main question remains to be asked : At what resolution does Resident Evil VIII run with the use of traditional rendering techniques without a performance penalty

Well when it gets within 6 months of release we will know, over a year out it may look as bad as this


FroPN93.png
 
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Hobbygaming

has been asked to post in 'Grounded' mode.
I have no idea why people are saying this is a troll thread by posting the Cerny talk. They do know PS5 will be even more limited when it comes to RT don’t they considering Series X has more compute units to do more RT calculations...

No one is saying there won’t be RT in console games just that it won’t be in every game and when it is used it will be one technique out of reflections, shadows or GI, not all three and it will be probably quarter native resolution when it comes to reflections.

SSR is good enough imo when it comes to reflections especially considering how many console games were missing SSR this generation. SSR adds so much life to a scene for a fraction of the rendering costs of real time RT reflections.
I think it has more to do with how much Microsoft spoke about raytracing and now it sounds like it won't be as prominent in the XSX as we were led to believe
 

trikster40

Member
Halo is already not native 4k on.xsx. its dynamic 4k. So resolution can easily go up and down
Whoa, didn’t know that. Thought it was native 4K but yeah, now I see what you mean. I assumed “resolutions up to 4K” just meant it would run at lower res on 1080 TVs.
 
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RoboFu

One of the green rats
RT will be what gives these new consoles long interesting lives. anytime a console can launch with any new tech means that tech will see dramatic imporvments in the coming years.
 

CrysisFreak

Banned
Is it implied that enabling RT on Series X (and possibly PS5) will take a bite off traditional rasterisation performance?
 
I think it has more to do with how much Microsoft spoke about raytracing and now it sounds like it won't be as prominent in the XSX as we were led to believe

I think we’ll see RT used mostly in exclusive games. Sony will push it even more in their 30fps cinematic adventure games too.
 

Three

Member
Indeed, this was the purpose of this bait thread.
No its purpose was to counter your marketing hyperbole from months back

 

FranXico

Member
I thought it already was clear that ray-tracing on consoles will be used selectively. We have already seen this to be the case on PS5 games.
Ray-tracing is expensive, of course devs will combine it with traditional techniques (although one could argue RT itself is a very traditional brute force technique).
 
Careful, should come witha warning on accessing so much power can blind you


XO0Ropp.jpg

I mean, you're comparing a game built for a 1.3tf machine's capabilities. We all know this doesn't represent what the most powerful next gen console can do.

It trully amazes me how selective a certain mod is on this site when i see non stop trolling of certain individuals that never seem to get banned.
 

Clear

CliffyB's Cock Holster
Is it implied that enabling RT on Series X (and possibly PS5) will take a bite off traditional rasterisation performance?

That's inevitable, its not a cheap technique.

The bigger issue is explained by simply looking at what its function is. If you were to build a game that used RT for all lighting, then you have a real issue porting it to a system that isn't beefy enough to handle it acceptably. You'd simply have to redo everything using traditional pre-baking etc.

The upshot is that RT is just more work until every system out there can utilize it for the lion's share of the lighting pipeline. And that's not going to be the case for years.
 

Dampf

Member
Developers will find ways to make it more efficient.

Nvidia already released their new RTGI SDK which allows for RT GI even on a 1060 with good framerates. Software based Raytracing, so to speak. That is a huge step up from the RT GI in Metro, which completely destroys framerates on Pascal GPUs.

My prediction is that RT will be standard in the future. If you have a card without RT acceleration, low settings will be applied. Performance will be worse than with a comparable raster effect (which does not exist in my scenario here, remember that), but not by that much. If you have a RT accelerated card, you can choose higher fidelity settings, or run these low settings with much faster performance (yes, even faster than raster and will look much better too).

That way, the developers won't have to worry about baking the lighting / SSR reflections etc, as game development using Raytracing is a lot more cost efficient and easier. And with low setting RT, you can still support older cards and still having a huge userbase, while making use of the RT acceleration of newer cards at the same time. That is a win-win-win situation for all involved and makes the most sense.

Unreal Engine 5 is kind of an outsider here for now, but I'm certain they will find a way to make use of RT acceleration in their new engine. They could combine Lumen GI with RT reflections for example to deliver the best of both worlds.
 
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jimbojim

Banned
Developers will find ways to make it more efficient.

Nvidia already released their new RTGI SDK which allows for RT GI even on a 1060 with good framerates. Software based Raytracing, so to speak. That is a huge step up from the RT GI in Metro, which completely destroys framerates on Pascal GPUs.

Well, that's Nvidia. Compared to AMD, they're experts in that
 

geordiemp

Member
I mean, you're comparing a game built for a 1.3tf machine's capabilities. We all know this doesn't represent what the most powerful next gen console can do.

It trully amazes me how selective a certain mod is on this site when i see non stop trolling of certain individuals that never seem to get banned.

Come on, someone created a troll image of an ps5 indie game so it was deserved lol. I did not start it.

I am more interested in the technology as you can see from most of my posts....

Back on topic, its an interesting solution for RDNA2 ray tracing and quite good for consoles as its efficient, we cant have 1000 bucks just for the die can we.

I wonder if PC will go the same route ?
 
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diffusionx

Gold Member
I think ray tracing is going to take off on the PC, simply because the next few rounds of GPUs will be much better at it than the 20xx series. Unfortunately, I don't think consoles are going to use it much, because it's AMD first-gen tech and we don't even know how capable it is. Maybe a few shadows or reflections sparingly, but that's about it. I think the gap between PC and console is going to be very wide in a few years, more similar to what we saw with 360/PS3 vs. PC than this past gen.
 
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Dampf

Member
Well, that's Nvidia. Compared to AMD, they're experts in that
It doesn't matter. Research and development is in full effect right now and Nvidia also contributes to the Microsoft DXR standard, meaning AMD will benefit from their development too and vice versa, they are not that much into vendor locking anymore, atleast as far as Raytracing is concerned (of course for stuff like DLSS thats a different story).

The RTGI SDK for example runs on any DXR capable GPU. Right now, that's only Nvidia GPUs but nothing is stopping AMD from enabling DXR for their GPUs and thus, running Nvidia's RTGI as well.
 
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Mister Wolf

Gold Member
What does it even mean?
It is pretty telling that Epic had to be asked whether they have used RT or not, after showing this demo:



RT is a little more than a buzzword pushed by NV at this point.


Voxel GI is expensive as hell too that's why you didn't see it used in any high budget console games this generation.
 
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Arkam

Member
I could care less about RT lighting as the current techniques look pretty enough. But I do hope that developers start implementing RT audio. Real positional audio and bouncing would be amazing. Just think about that for NPC pathing.
 
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