• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

DF: Nvidia Marbles RTX Hands-On: A Vision For The Future Of Ray Tracing?

Mr Moose

Member
No switch to turn off the chromatic aberration? Very few games look good with that shit on, made Bloodborne look like ass.
 
giphy.gif
 

Rea

Member
The lighting looks insanely realistic. But the overall graphics doesn't looks mind blowing. The full path tracing is advanced but i don't think it is worth for real-time gameplay.
 

Larxia

Member
Assassin's Creed Unity lighting was out of its time, it looked incredible, unbelievable, and still does. I remember when I first saw footage of it, this was the biggest "next gen" feeling I had in the past few years, and even today there isn't much stuff that "wow" me like it did. Of course it had plenty of other issues, which mostly got fixed later, but the lighting was amazing.
 
Last edited:

VFXVeteran

Banned
The lighting looks insanely realistic. But the overall graphics doesn't looks mind blowing. The full path tracing is advanced but i don't think it is worth for real-time gameplay.
Metro EE is definitely worthy of real-time gameplay. They even importance sampled all of their PBR shaders to use it. It is officially now considered viably done by 4A games.
 
Last edited:

VFXVeteran

Banned



The best looking videogame I've ever seen. We need a Marble Madness sequel game from Nvidia.

And you know why? Because it's ACCURATE!! (y)

I'm tired of people claiming I'm overly critical because I want to see games look like this. I came from a world where this kind of scene is the norm. Anything less and it looked wrong right away. Taking this engine, you can apply it to ANY art form and it will look incredible. Period.
 
Last edited:

Dr Bass

Member
Well it’s not a game, it’s a graphics demo. But yeah looks awesome.

How long until we get an actual game at this level? Will there be another game like PC crysis? Or will we have to wait for the next gen of consoles so the “baseline” exists?
 

VFXVeteran

Banned
It's very interesting to find out that this engine uses a different way of tessellation that mimics the UE5 demo. They crafted each of these objects by hand and added tessellation to them. That's probably why the memory footprint requires a 3090 to run. You see absolutely NO polygonal edges in this. And the number of unique objects (over 5000) is da shit! I'm tried of seeing instances of the same object all over a game scene like in UE5 demo and many other games where it looks like the scene is busy with objects, but most of them are duplicates.
 

VFXVeteran

Banned
Well it’s not a game, it’s a graphics demo. But yeah looks awesome.

How long until we get an actual game at this level? Will there be another game like PC crysis? Or will we have to wait for the next gen of consoles so the “baseline” exists?
Metro EE is the closest one right now. It has all the lighting like this and even the area light for the fire. I just played the level where you encounter these cannibals and the entire scene was spectacular with area light fire effects all around and shadow casting lights everywhere.
 

sinnergy

Member
It's very interesting to find out that this engine uses a different way of tessellation that mimics the UE5 demo. They crafted each of these objects by hand and added tessellation to them. That's probably why the memory footprint requires a 3090 to run. You see absolutely NO polygonal edges in this. And the number of unique objects (over 5000) is da shit! I'm tried of seeing instances of the same object all over a game scene like in UE5 demo and many other games where it looks like the scene is busy with objects, but most of them are duplicates.
Instancing will still be a thing this gen , there is not enough horse power, sadly.

I never used sub division , as I used other tricks to round models.
 
Last edited:

Dr Bass

Member
It's very interesting to find out that this engine uses a different way of tessellation that mimics the UE5 demo. They crafted each of these objects by hand and added tessellation to them. That's probably why the memory footprint requires a 3090 to run. You see absolutely NO polygonal edges in this. And the number of unique objects (over 5000) is da shit! I'm tried of seeing instances of the same object all over a game scene like in UE5 demo and many other games where it looks like the scene is busy with objects, but most of them are duplicates.
Yeah but the scene is boxes and marbles with some other more detailed objects. I don’t think the modeling for that demo was too intense but that was sort of the point
The scope is “small”, but meant to show off materials and lighting. There was plenty of uniqueness in the UE5 demo imo. Landscapes, an actual character, the interiors, etc. Those statues were so detailed they weren’t going to make thousands of movie quality statues for a demo when the focus was trying to show off how much geometry they can show off at once. And then of course the final scene with the flying seemed all “unique” as well.

I feel like both demos achieve what they were going for. Not really a competition. Both look fantastic. IMO at least. 🤷‍♂️
 

Dr Bass

Member
Metro EE is the closest one right now. It has all the lighting like this and even the area light for the fire. I just played the level where you encounter these cannibals and the entire scene was spectacular with area light fire effects all around and shadow casting lights everywhere.
I’m too impatient for PC gaming lol. :messenger_pensive:
 

VFXVeteran

Banned
Instancing will still be a thing this gen , there is not enough horse power, sadly.
Not against instancing because it's used for crowds in offline rendering. It's just that many people get the idea that the game has extremely complexity when in fact, it does not. Unique objects will absolutely kill the GPU performance.
I never used sub division , as I used other tricks to round models.
Gotcha.
 

VFXVeteran

Banned
Yeah but the scene is boxes and marbles with some other more detailed objects. I don’t think the modeling for that demo was too intense but that was sort of the point
No, the modeling for that demo is intense. That's why it doesn't run on 3080s and some people get crashes. 11G of raw GPU data that's not even a mixed format like the consoles is a lot. If you increased the scope of that demo to an entire game world, it wouldn't run at all.

The scope is “small”, but meant to show off materials and lighting. There was plenty of uniqueness in the UE5 demo imo. Landscapes, an actual character, the interiors, etc.
If you break down UE5 demo, they had a very small color palette range for their scenes (unlike R&C for example) - that's an optimization right there. All the rocks had several instances of each other. The church had multiple instances of the same character (but still looked great). It's much more intense to render 5000 unique objects with that same kind of Nanite tech all being lit, shaded with path tracing than the light probe approximation and simple shaders in UE5 demo.


Those statues were so detailed they weren’t going to make thousands of movie quality statues for a demo when the focus was trying to show off how much geometry they can show off at once. And then of course the final scene with the flying seemed all “unique” as well.
The flying scene looked really great, but it wasn't because of unique objects being rendered.

I feel like both demos achieve what they were going for. Not really a competition. Both look fantastic. IMO at least. 🤷‍♂️
I want more realism. That UE5 demo would have looked astounding with full RT lighting pipeline and importance sampled BRDF shaders. You can get a lot of detail in a game but if the lighting is still using screenspace tricks, it's not going to look right.
 
Last edited:

VFXVeteran

Banned
path tracing and infinite polygons will make 'CG' looking games

i wonder how long more we can see that on PC games. 🥺
Probably gen 5 of Nvidia boards. While that demo looked incredible, DF did point out the drawbacks. The ray resolving being blurred while an object is in motion still tells us that the 3090 is too low power for a full on game with large scope.
 

Lethal01

Member
Definitely the most impressive freely available real-time lighting demo to date. It's nice to look at it and just see none of the issues that bother while playing game(aside from the lack of caustics)

Sadly it's visually just very boring so I really can't care that much. I hope Nvidia can move on to a new tech demo soon, UE5 had a much better showcase overall as it was both ridiculously impressive and actually fun to look at.
 

Dr Bass

Member
Definitely the most impressive freely available real-time lighting demo to date. It's nice to look at it and just see none of the issues that bother while playing game(aside from the lack of caustics)

Sadly it's visually just very boring so I really can't care that much. I hope Nvidia can move on to a new tech demo soon, UE5 had a much better showcase overall as it was both ridiculously impressive and actually fun to look at.
I thought it was visually amazing, especially for real time. And fun to look at. I mean come on.

See, again, I don’t get the UE5 comparison. They were going for very different things. It’s not apples to oranges, nor is there even a need to compete here.

I wonder if there are super car forums where Lambo and Ferrari owners fight.
 
cool reflections and refraction, but no caustics under that glass ball.

edit: they acknowledge that later...
 
Last edited:
It's a very impressive tech demo and it runs smoothly on my 3090.

Real games are unlikely to use tech of this level though, because you can't feasibly make a profit on a game that only runs on a $1,500+ video card.
 

VFXVeteran

Banned
It's a very impressive tech demo and it runs smoothly on my 3090.

Real games are unlikely to use tech of this level though, because you can't feasibly make a profit on a game that only runs on a $1,500+ video card.
Metro EE is the closest we have so far. Lighting is just as good.
 

rofif

Can’t Git Gud
Yep best looking real-time game.
Yeah I absolutely agree.
My last "real-time" looking game was Death Stranding. The cutscenes in it are NOT pre rendered. Running in real time.
I only have screenshot from ps4 slim version. Yet to paly 4k dlss pc verson.
yet marbles look league better
IomyyDe.png

Edit: It also very much reminds me of AMD PIPES demo from years and years ago
 
Last edited:

VFXVeteran

Banned
Its sad you even have to explain this. Moving a marble through an obstacle course is as old school as a game can get.

maxresdefault.jpg
Yea, I think some guys want to downplay it's validity since it's not a FPS or 3rd person action adventure but nevertheless it's purpose is to show what will be possible on the horizon (not this gen). Even if people consider it a tech demo, it's still a showcase of what accurate lighting/shading can make a game look like.
 

Lethal01

Member
I thought it was visually amazing, especially for real time. And fun to look at. I mean come on.

I simply disagree. I appreciate every aspect of it technically but think they had gone for something different since right now its just a really boring demo.

See, again, I don’t get the UE5 comparison. They were going for very different things. It’s not apples to oranges, nor is there even a need to compete here.

Don't take it so personally, I just think the tech demo was blander than it needed to be, If you are taking the time to push graphics to the limit I think you should also take the opportunity to do it using something visually interesting. If you don't think it was bland that fine, I did and I'm basing my thoughts on how bland it is. Not a competition just giving my thoughts on the demo and using other demos as a point of reference.
 
Last edited:
Top Bottom