[WCCFTECH] Unreal Engine Adds Ray Tracing Support - Page 2 - Overclock.net - An Overclocking Community

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[WCCFTECH] Unreal Engine Adds Ray Tracing Support

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post #11 of 33 (permalink) Old 02-14-2019, 11:53 PM
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Quote: Originally Posted by anticommon View Post
I would be more excited for them to use the RTX features for audio instead of lighting. Imagine having accurate physics for noise including things like Doppler effect and echos etc...
Accurately rendering the audio is super easy for even a basic computer. Lots of games have the doppler effect. Just about any racing game does. Even the first Crysis games has the doppler effect. Your asking for something we already have.

That said, the level of audio accuracy is mostly up to the developer.

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post #12 of 33 (permalink) Old 02-15-2019, 05:30 AM
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Quote: Originally Posted by UltraMega View Post
Accurately rendering the audio is super easy for even a basic computer. Lots of games have the doppler effect. Just about any racing game does. Even the first Crysis games has the doppler effect. Your asking for something we already have.

That said, the level of audio accuracy is mostly up to the developer.
True. I want a better solution that can be more widely implemented for true positional audio. Some games did Dolby back in the day, now they do the atmos version which if you game on anything not HDMI you're pretty much left out as far as I can tell. So what you're left with now on 5.1 is a center channel barely supported and basically just 4.1

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post #13 of 33 (permalink) Old 02-15-2019, 05:37 AM
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Is accurate audio easy and DICE was just lazy in BF4. Vertical maps exposed some ugly defects in their 3d positional audio -- it had no height dimension. You could hear things happening through several floors above or below you like it's all on the same floor.

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post #14 of 33 (permalink) Old 02-15-2019, 05:53 AM - Thread Starter
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Quote: Originally Posted by Omega X View Post
Yep. This is how it usually happens. Lazy developers just wait for Unreal to support it.
Whatever makes the medicine go down easy i say. Now, if only we could adjust the pricing of the RTX cards. It may drop due to nvidia's less than stellar sales numbers.

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post #15 of 33 (permalink) Old 02-15-2019, 07:34 AM
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Quote: Originally Posted by UltraMega View Post
Accurately rendering the audio is super easy for even a basic computer. Lots of games have the doppler effect. Just about any racing game does. Even the first Crysis games has the doppler effect. Your asking for something we already have.

That said, the level of audio accuracy is mostly up to the developer.

Well, a lot of developers don't spend the appropriate amount of time to make audio work properly, and especially in games where accurate audio is important it can be very frustrating for players. Having a system that figures all of that out - like how a sound changes in frequency over distance, what objects it bounces off of, etc. that can be packaged in such a way that developers need to spend a minimal amount of time thinking about it would probably be for the best especially if it could reliably produce accurate positional audio.

Another issue that I find (and you can see this especially in games like BFV) is that you only really hear things that are happening fairly close to you, for instance on some maps in BFV they are at most a mile or two from one end to the other, and you really cannot hear super loud things like bombs going off or a tank firing once they are out of your general vicinity. Now, obviously you wouldn't want the 10 tanks on the map to be playing the same audio file over and over for every player, that would be fairly ridiculous. But if you had a system for automatically mixing all that audio and giving it the proper distance effects etc. it would probably work out really well and at least be more accurate (in terms of playing all the sound files). *I also realize that a lot of the issues with distanced audio are either up to the developers discretion or a packet issue to help reduce server stress by not sending so many bits of information to every player about audio, although I'm not entirely sure how much more stress this places on a server especially if you can already see those players in the distance why not hear them?

Anyways that turned into a bit of a rant. Basically I want consistently reliable and accurate audio and I think that the RT cores on these Turing cards could help to facilitate that a lot more practically than they can do actual ray-tracing (which to be honest unless you go full-out with is not much of a visual improvement over standard rasterized lighting in current games)

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post #16 of 33 (permalink) Old 02-15-2019, 09:47 AM
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Quote: Originally Posted by guitarmageddon88 View Post
ThEREs No gAmEz THaT uSe RAy traCiNg wHat a WaSte NVIDIA....GrEEd!
As far as I know, DXR is platform agnostic and any GPU with sufficient compute power can run raytracing.

nvidia's "only Tesla can have full compute capability" strategy is biting them in the ass here, because they're having a real hard time convincing people to put down $1500+ on a 1080ti with a co-processor that only applies for one specific game feature.
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post #17 of 33 (permalink) Old 02-15-2019, 11:18 AM
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Fortnite raytraced might actually get decent FPS! Also PUBG uses Unreal engine 4.



I think the title that actually uses Unreal Engine 4 and might make use of this is Assetto Corsa Competizione.


We should get more coverage at GDC this year (March 20th).

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post #18 of 33 (permalink) Old 02-15-2019, 11:43 AM
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Quote: Originally Posted by irced View Post
As far as I know, DXR is platform agnostic and any GPU with sufficient compute power can run raytracing.
It can't be that simple, otherwise we'd be looking at AMD entries in Port Royal's HoF right now.

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post #19 of 33 (permalink) Old 02-15-2019, 11:55 AM - Thread Starter
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I updated OP. It seems like the Unity Engine will support RT as well. Oh boy, will I see subnautica:bz with RT?!

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post #20 of 33 (permalink) Old 02-15-2019, 12:47 PM
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It would be neat if they added ray tracing to a bunch of older games. For example: I would love to replay through all the dragon age and mass effect games with ray tracing.

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