- Dec 18, 2013
Good for you, i guess people who like minecraft are more easy to impress, to me it looks like the same shit with a different coat of paint.That looks already amazing in Minecraft (imo), looking forward to see what it can bring to big AAA games that strive for realism.
Well to be honest RTX line-up is pretty good, but only when things using tensor cores started to pop-out, probably nVidia HW team was miles ahead of nVidia SW team. I have both 2080Ti and 2070 (non-super) and it has a lot of cool features and pretty good performace. Well in 2080Ti, you need to not look on the price, tho, because it's fuck you money. But it was kind of Next-gen HW and with the size of the die, it must be massively expensive to build it.Because they sell their overpriced gpu even without rtx demonstrations.
But i expect some pretty good demonstration when they are gonna show the 3000 series.
I never played Minecraft, I can just see past the pixelated game of Minecraft and purely look at the lighting and how it could impact other games.Good for you, i guess people who like minecraft are more easy to impress, to me it looks like the same shit with a different coat of paint.
That’s pretty much next gen gaming summed up in a sentence.Good for you, i guess people who like minecraft are more easy to impress, to me it looks like the same shit with a different coat of paint.
Again good for you, for me rtx serve the purpose of making realistic scenes even more realistic and it doesn't do absolute nothing in a game with an ugly unrealistic artstyle.I never played Minecraft, I can just see past the pixelated game of Minecraft and purely look at the lighting and how it could impact other games.
I don't care for full path raytracing, i'm more than okay with fake lights or minimal form of rtx with a good graphics under that, still better than advanced raytracing on a horrible looking game.You won't get something more impressive than minecraft running almost fully path traced. But that's got nothing to do with whether you get something you personally enjoy.
I don't care for full path raytracing, i'm more than okay with fake lights or minimal form of rtx with a good graphics under that, still better than advanced raytracing on a horrible looking game.
Matter of perspective i guess.
Again, more impressive for you and some people, not everybody.Like I said, whether it's impressive has little to do with whether you like it.
The Minecraft demo is just more impressive than the things you want to see which is why they use it as a demo.
XSX ran Minecraft with raytracing after a one man/one day implementation at 1080p/45.
Wasn't that demo on an XSX running sub 30fps at times at 1080p?
It's the most popular video game in the world.........
More from devs
Matthew Karch , founder and CEO of Saber Interactive
We are working on global illumination and realtime reflection technologies based on DirectX raytracing.
We interviewed Matthew Karch, CEO and founder of Saber Interactive, one of the most versatile and dynamic game studios in today's industry.wccftech.com
You mean Bright Memory Infinite ?
I am 100 % sure RT will not be a thing in next gen consoles .. maybe it will be worth it in 4-5 years when we see > 40 TF GPUs with 2-3 TB of memory bandwidth .. it's a performance killer and it doesn't look any better than the traditional baked/semi baked lightning methods unless they use full RT
Ljubomir Peklar, designer at Ebb Software
DirectML and NVIDIA's DLSS 2.0 are very interesting solutions when the game is not hitting the desired performance and it feels like these solutions could help players with weaker systems quite substantially.
We talk to the Game Director of Scorn. He claims that the Xbox Series X is a very balanced system and clarifies the GPU used in the trailer.wccftech.com
So, how does Hardware Accelerated DirectX Raytracing with DirectML compare to Nvidia's RTX with DLSS 2.0 ?
Well, a month after demo of Minecraft Ray Tracing on Xbox Series X, Nvidia released Minecraft RTX Beta
In a way they both are competing techs and we will see how they compare in future. Nvidia's DLSS(Deep Learning Super Sampling) is one of the first machine learning techs that leverages the power of GPU. DLSS can upscale a 1440p image to 4K, almost indistinguishable from native renderings while delivering significant performance boost. DirectML will bring DLSS like features to Xbox and PC. Even AMD seems to be betting on DirectML for future as an answer to DLSS for their GPUs.
Dude, you are being way too optimistic. The Minecraft demo on XSX was barely holding on to 30 FPS at 1080p. You are never going to get full path tracing this generation on anything that is more complex than those basic polygons, so it might as well not be there. What you will see is a mix of regular rendering techniques mixed with ray tracing that helps with global illumination, shadows and very limited reflections. Ray Tracing is still just too expensive to be what it's hyped up to be, even with the machine learning trickery included.
I didnt use any hype language on the OP and the first 3 posts, its just everything we know about DirectX Ray Tracing from official sources. I guess you wanted me to write about how Xbox is overhyping Ray Tracing with PR and it will be underwhelming. In that case make your own thread.Dude, you are being way too optimistic. The Minecraft demo on XSX was barely holding on to 30 FPS at 1080p. You are never going to get full path tracing this generation on anything that is more complex than those basic polygons, so it might as well not be there. What you will see is a mix of regular rendering techniques mixed with ray tracing that helps with global illumination, shadows and very limited reflections. Ray Tracing is still just too expensive to be what it's hyped up to be, even with the machine learning trickery included.
As you saw with that Unreal Engine 5 demo there are other ways to get that GI equivalent. Developers have been using Ray Tracing to create static GI for years. Real-time Ray Tracing is certainly a breakthrough. It will be a much more useful tool for the developers in the future than a mind-blowingly obvious feature for players to notice. You looked at the tag to see if it was there. Through the years developers have developed many different techniques to fake aspects of what Ray Tracing can accomplish, from reflections to shadows and AO.
How many interviews is this guy gonna make ?
Scorn Dev Reassures Xbox Fans on Unreal Engine 5, Says Raytracing Will Be Used on Case-by-Case BasisThe developer of Scorn reassured Xbox fans after that Unreal Engine 5 PS5 demo. He also said raytracing won't be ubiquitous.wccftech.com
Scorn dev talks RT, says will be used on case by case basis with UE5.
Minecraft with full path RT was 1080p/unstable 60fps running on much more powerful RTX2080Ti and surely much more powerful CPU. How you can expect 4k/60 with RT on XSX?
1080p running at 30+ frames per second with zero rasterization. It was entirely raytraced and used no DLSS either.
Brute forced, fully path traced RT running higher than 30 fps and sometimes as high as 45 fps on an unreleased console.
Contrast this with the 2080ti implementation:
We played the game on our home gaming PC, which is packed with an AMD Ryzen 9 3900X, 32GB of RAM and an Nvidia GeForce RTX 2080 Ti – as close to top-end as you can get right now without breaking into the HEDT world. And, even with this extravagant level of hardware, we didn't manage to break a 60 fps average at 3,440 x 1,440 with ray tracing enabled.
That being said, when we turned off the DLSS upscaling, framerates tanked all the way down to the mid-20s, so we would say that enabling DLSS is basically required with Minecraft RTX."
The XSX did VERY well in comparison against the current top of the line Nvidia card.
Its made by one man, there is a demo on PC and its amazing
James Gwertzman, general manager of Microsoft Game Stack, gets to see how thousand of games are developed and run. He talked about the future of games.venturebeat.comJournalist: How hard is game development going to get for the next generation? For PlayStation 5 and Xbox Series X? The big problem in the past was when you had to switch to a new chip, like the Cell. It was a disaster. PlayStation 3 development was painful and slow. It took years and drove up costs. But since you’re on x86, it shouldn’t happen, right? A lot of those painful things go away because it’s just another faster PC. But what’s going to be hard? What’s the next bar that everybody is going to shoot for that’s going to give them a lot of pain, because they’re trying to shoot too high?
Gwertzman: You were talking about machine learning and content generation. I think that’s going to be interesting. One of the studios inside Microsoft has been experimenting with using ML models for asset generation. It’s working scarily well. To the point where we’re looking at shipping really low-res textures and having ML models uprez the textures in real time. You can’t tell the difference between the hand-authored high-res texture and the machine-scaled-up low-res texture, to the point that you may as well ship the low-res texture and let the machine do it.
Journalist: Can you do that on the hardware without install time?
Gwertzman: Not even install time. Run time.
Journalist: To clarify, you’re talking about real time, moving around the 3D space, level of detail style?
Gwertzman: Like literally not having to ship massive 2K by 2K textures. You can ship tiny textures.
Journalist: Are you saying they’re generated on the fly as you move around the scene, or they’re generated ahead of time?
Gwertzman: The textures are being uprezzed in real time.
Journalist: So you can fit on one blu-ray.
Gwertzman: The download is way smaller, but there’s no appreciable difference in game quality. Think of it more like a magical compression technology. That’s really magical. It takes a huge R&D budget. I look at things like that and say — either this is the next hard thing to compete on, hiring data scientists for a game studio, or it’s a product opportunity. We could be providing technologies like this to everyone to level the playing field again.
Journalist: Where does the source data set for that come from? Do you take every texture from every game that ships under Microsoft Game Studios?
Gwertzman: In this case, it only works by training the models on very specific sets. One genre of game. There’s no universal texture map. That would be kind of magical. It’s more like, if you train it on specific textures and then you — it works with those, but it wouldn’t work with a whole different set.
Journalist: So you still need an artist to create the original set.
Journalist: Are there any legal considerations around what you feed into the model?
Gwertzman: It’s especially good for photorealism, because that adds tons of data. It may not work so well for a fantasy art style. But my point is that I think the fact that that’s a technology now — game development has always been hard in terms of the sheer number of disciplines you have to master. Art, physics, geography, UI, psychology, operant conditioning. All these things we have to master. Then we add backend services and latency and multiplayer, and that’s hard enough. Then we added microtransactions and economy management and running your own retail store inside your game. Now we’re adding data science and machine learning. The barrier seems to be getting higher and higher.
That’s where I come in. At heart, Microsoft is a productivity company. Our employee badge says on the back, the company mission is to help people achieve more. How do we help developers achieve more? That’s what we’re trying to figure out.
But you are downplaying it. Kind of what you expect from a Neo member, right?Talk about an identity crisis. It's impressive from a tech perspective that it's made by one guy, but none of this makes any sense, thematically, and looks like the game is designed to be interactive ADD medication. None of it flows well, there's no cohesion, no weight to anything, and it feels generic.
Again, not downplaying the work of a single guy, but "amazing"? That's hyperbole.
good graphics, new gen, awesome tech
*continues to show Minecraft*
Talk about an identity crisis. It's impressive from a tech perspective that it's made by one guy, but none of this makes any sense, thematically, and looks like the game is designed to be interactive ADD medication. None of it flows well, there's no cohesion, no weight to anything, and it feels generic.
Again, not downplaying the work of a single guy, but "amazing"? That's hyperbole.
“In Call of the Sea, the island has a great importance as we tell the story as a dialogue between the player and their environment. Thanks to the power of Xbox Series X and DirectX Raytracing, we will have the chance to make the island even more present, almost come to life. Players will have the opportunity to enjoy the island’s stunning environments in beautiful 4K, allowing for a greater immersion and an overall better experience.” – Manuel Fernández, Out of the Blue
I don't understand the praise for this game. I purchased the "demo" in Steam and refunded asap.Its made by one man, there is a demo on PC and its amazing