[nVidia] Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan - Page 2 - Overclock.net - An Overclocking Community

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[nVidia] Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan

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post #11 of 57 (permalink) Old 03-27-2019, 06:42 PM
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Quote: Originally Posted by WannaBeOCer View Post
The developers can set factors and from the pitch black corners in the demo they have them set.

I know this is using nVidia's VKRay but I'm sure nVidia also are able to set the material.

https://devblogs.microsoft.com/direc...tx-raytracing/
all materials reflect light by default, its how we're able to see them, objects that don't reflect light are technically invisible to us (e.g. 100% transparent objects, or a true blackbody object).
so they should just set the variables to scatter light by default, they could instead lower the light-source intensity to decrease overall brightness of the area if they wanted a dark atmosphere.

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post #12 of 57 (permalink) Old 03-27-2019, 07:09 PM - Thread Starter
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Quote: Originally Posted by epic1337 View Post
all materials reflect light by default, its how we're able to see them, objects that don't reflect light are technically invisible to us (e.g. 100% transparent objects, or a true blackbody object).
so they should just set the variables to scatter light by default, they could instead lower the light-source intensity to decrease overall brightness of the area if they wanted a dark atmosphere.
I am aware of what objects can reflect light. I am pointing out engines and APIs do have the settings available for material properties. Also that normal concrete absorbs most of the light which is why light doesn't scatter throughout the entire room until the light source is much greater than it can absorb which happens since it has controllable time of day lighting. I'm trying to find out how they know the time of day when the sky is always red?

https://docs.unity3d.com/Manual/MetaPass.html


You can see a demo here of light absorption


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post #13 of 57 (permalink) Old 03-27-2019, 07:50 PM
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Quote: Originally Posted by WannaBeOCer View Post
You can see a demo here of light absorption

https://youtu.be/JoLEIiza9Bc

yes thats a blackbody object, as i've said its technically invisible since it doesn't reflect light.

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post #14 of 57 (permalink) Old 03-27-2019, 07:57 PM - Thread Starter
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Quote: Originally Posted by epic1337 View Post
yes thats a blackbody object, as i've said its technically invisible since it doesn't reflect light.
You're just focusing on the black box. I linked the video and materials and their light reflecting factors to show how other objects absorb light which would cause light not to scatter. There is an in between not just reflective and non reflection materials. Concrete is one of the objects that reflects a low amount of light.

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post #15 of 57 (permalink) Old 03-27-2019, 08:28 PM
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Quote: Originally Posted by WannaBeOCer View Post
You're just focusing on the black box. I linked the video and materials and their light reflecting factors to show how other objects absorb light which would cause light not to scatter. There is an in between not just reflective and non reflection materials. Concrete is one of the objects that reflects a low amount of light.
yes and thats what i'm saying, the game in this case has no or very low reflectivity.
or the ray-tracing is set to only "bounce" once, thus the room looks darker when it shouldn't.


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Last edited by epic1337; 03-27-2019 at 08:32 PM.
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post #16 of 57 (permalink) Old 03-27-2019, 09:01 PM - Thread Starter
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Quote: Originally Posted by epic1337 View Post
yes and thats what i'm saying, the game in this case has no or very low reflectivity.
or the ray-tracing is set to only "bounce" once, thus the room looks darker when it shouldn't.

Yes, it won't reflect too much because concrete is absorbing most of the light. The top image is during the day which the concrete can't fully absorb while the bottom image is either sunset or sunrise which the concrete can absorb.

You can see the change of time again at 1:28 and 1:30

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post #17 of 57 (permalink) Old 03-28-2019, 01:58 AM
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Quote: Originally Posted by epic1337 View Post
am i the only one who's not liking the intense disparity between lighted and unlighted spots with RTX?
while the lit spots do look "brighter", the dark spots are so dark that it looks like theres not enough ambient light in the surroundings despite there being a ridiculously bright godray right there.

imho surfaces are supposed to scatter light towards it's surroundings, e.g. in a dark room point a flashlight towards the floor, the walls and ceiling also gets bright.
This is where dynamic range comes to play.
When they make areas much brighter, it shift the light spectrum to one side, so dark areas look darker, basically just like you see in real life or in camera.
Trying to keep things "real", that is the effect that happens when you have very bright areas.
If they kept the darker areas more lighted, it would look faker in terms of lighting.


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post #18 of 57 (permalink) Old 03-28-2019, 03:51 AM
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I think they might have a "too much light makes you go blind" blind setting cranked up too high making the above scene appear too dark. You can see the whole scene shift darker after the camera gets blasted by some glare @0.12 and again after the BFG at the end of the video.

Quote: Originally Posted by WannaBeOCer View Post
Yes, it won't reflect too much because concrete is absorbing most of the light. The top image is during the day which the concrete can't fully absorb while the bottom image is either sunset or sunrise which the concrete can absorb.

You can see the change of time again at 1:28 and 1:30
Looking at the light shafts you actually have the times of day reversed.

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post #19 of 57 (permalink) Old 03-28-2019, 07:27 AM
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The overly dark aspect of the level is explained by the fact that originally Quake 2 relied on baked lights and as such they didn't feel the need to put in too many fake windows throughout the levels. From what I see on the demo the major light source comes exclusively from outside through some openings too small and to far in between to allow more light IF they're only doing one light bounce, which seems to be the case.

So they can either do more than one bounce, put in more areas where light could come in from outside, add some ambient light or a combination of this.

As a comparison here's how UE4 does it why they think a hybrid approach would work best.


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post #20 of 57 (permalink) Old 03-28-2019, 07:50 AM
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It's all just auto exposure and how many bounces one does for the rays. Comparing images with auto exposure is silly. You have to lock the exposure static for both to same value but then one will look dark and other bright when it has more light and you may need a better HDR display to see it all well. Hence they auto expose in almost all modern games when converting from HDR to SDR so you can see it on your SDR and very limited HDR monitors.

The ceiling is brighter in the scene where sun is shining on the floor, you're confused by the auto exposure.
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