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[WccftechTV]AMD RDNA 2 Microsoft DirectX Raytracing Demo Unveiled

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post #21 of 54 (permalink) Old 03-21-2020, 07:46 PM
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Quote: Originally Posted by geoxile View Post
...When Metro Redux showcased RTX GI everyone said it didn't look good even though it's objectively correct...
There's a big difference between "More Complex Simulation" and "Objectively Correct".

RTX GI in Metro Exodus is often still less realistic than barebones flat lighting because we're still dealing with an artist's interpretation of how lighting is supposed to behave.
Go take any instance of in-game ambient occlusion, RTX or not, and recreate that scenario in real life. You'll find that videogames have insanely overstated the effect. It seems like SSAO is usually overstated by about a hundred orders of magnitude by covering everything in black outlines, so Ray Trace GI is an improvement, but I still haven't seen any implementation that actually looks "realistic".
Really any time SSAO has been added to games over the last 12 years the only purpose it serves is to stroke the ego of some art director who thinks his "vision" is more important than the rest of the game (given that this effect is one of the most frame hogging things in any game engine).

Everyone is so busy flaunting what they can do that no one ever stops to think if the effect is something they should do at all in the first place.

In real life "Ambient Occlusion" is EXTREMELY subtle, to the point that in most scenarios it is practically non-existent and turning SSAO off gives an outright more realistic image.

Some of the ray traced Global Illumination solutions look a lot better, but people are still using it the way you'd see a toddler drawing a landscape using only the brightest crayons in the box.
From what I've seen no game studio has ever done a serious study of what correct Ambient Occlusion looks like.

Last edited by ILoveHighDPI; 03-21-2020 at 07:49 PM.
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post #22 of 54 (permalink) Old 03-21-2020, 07:56 PM
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Quote: Originally Posted by ILoveHighDPI View Post
There's a big difference between "More Complex Simulation" and "Objectively Correct".

RTX GI in Metro Exodus is often still less realistic than barebones flat lighting because we're still dealing with an artist's interpretation of how lighting is supposed to behave.
Go take any instance of in-game ambient occlusion, RTX or not, and recreate that scenario in real life. You'll find that videogames have insanely overstated the effect. It seems like SSAO is usually overstated by about a hundred orders of magnitude by covering everything in black outlines, so Ray Trace GI is an improvement, but I still haven't seen any implementation that actually looks "realistic".
Really any time SSAO has been added to games over the last 12 years the only purpose it serves is to stroke the ego of some art director who thinks his "vision" is more important than the rest of the game (given that this effect is one of the most frame hogging things in any game engine).

Everyone is so busy flaunting what they can do that no one ever stops to think if the effect is something they should do at all in the first place.

In real life "Ambient Occlusion" is EXTREMELY subtle, to the point that in most scenarios it is practically non-existent and turning SSAO off gives an outright more realistic image.

Some of the ray traced Global Illumination solutions look a lot better, but people are still using it the way you'd see a toddler drawing a landscape using only the brightest crayons in the box.
From what I've seen no game studio has ever done a serious study of what correct Ambient Occlusion looks like.
Everything will get overdone until RT becomes a normal thing.

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post #23 of 54 (permalink) Old 03-21-2020, 09:43 PM
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Ambient occlusion and bloom are tools being used as toys 'cause they look cool. Thankfully bloom has been toned down a bit over the years, but now we have overdone chromatic aberration, lens distortion, and flares added to the mix. Oh the flares.
Throw some temporal blur(TAA) and spacial blur(FXAA) over the top of everything, 'cause even after all those post effects the player can still somehow SEE, and we can't have that!

These are art decisions really, not tech. with Ray tracing making more things "just work" maybe artists will be less tempted to lean so heavily on the levers, eh?

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post #24 of 54 (permalink) Old 03-21-2020, 09:58 PM
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There's so much raytracing going on in this demo no wonder it's running at 24FPS...

The amount of reflections hurts my eyes. Either that or the corona going around.

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post #25 of 54 (permalink) Old 03-21-2020, 10:27 PM
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It says here they're using DXR. how is that different from RTX

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post #26 of 54 (permalink) Old 03-22-2020, 02:14 AM
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Rtx is nvidia implementation of DXR set by MS

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post #27 of 54 (permalink) Old 03-22-2020, 02:35 AM
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and shadows still mostly just suck.

hoping DXR can fix that too.

wait, are shadows still mostly a cpu task?

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post #28 of 54 (permalink) Old 03-22-2020, 07:24 AM
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Quote: Originally Posted by skupples View Post
and shadows still mostly just suck.

hoping DXR can fix that too.

wait, are shadows still mostly a cpu task?
That's up to whoever makes the game engine, really.

I know Doom Eternal uses plenty of CPU-based rendering techniques to get those buttery-smooth Framerates

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post #29 of 54 (permalink) Old 03-22-2020, 10:00 AM
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game runs like butter though.

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they hit the mark with this one. The maps were to sterile in 2016. at least, i feel like that's one major difference. 2016 took itself too seriously, n the maps were boring.

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post #30 of 54 (permalink) Old 03-22-2020, 11:01 AM
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Quote: Originally Posted by ToTheSun! View Post
What do you mean?
I don't remember where I read it, but, someone did an analysis of the video. The demo shown was pre-recorded and down sampled back as a 24 fps video, even though the demo itself was running at a higher framerate in real time, which is why you see so many stutters. In other words, it could have been running at 40 fps, but since 40 doesn't play nice with 24 fps of the recording, you get the stutters. It is still weird that they would convert the recorded demo to 24fps and then release the video itself as 60 fps. They are either incompetent or they are hiding something.
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