[nVidia] Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan - Page 3 - 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 #21 of 43 (permalink) Old 03-28-2019, 08:32 AM
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Quote: Originally Posted by JackCY View Post
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.
Auto Exposure! that the term I was searching for. Indeed, you can see it kick in at the time stamps I mentioned above. They are bringing the whole scene's exposure down too far making the highlights too detailed and crushing the blacks.

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post #22 of 43 (permalink) Old 03-28-2019, 08:42 AM
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when does this game come out and will there be multiplayer servers etc?

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post #23 of 43 (permalink) Old 03-28-2019, 10:27 AM
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I'm not sure the improvement is all that impressive considering that the comparison is game lighting from the 90's, but it does look good in comparison. My issue with ray traced lighting is that it only looks marginally better than properly implemented modern lighting techniques, but it does look like a real game changer when you compare it to 20 year old games.

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post #24 of 43 (permalink) Old 03-28-2019, 12:52 PM
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Q2VKPT isn't using ray traced effects as you can find in some AAA games, SOTR, BFV, Exodus. It's path traced and doesn't use the old fake stuff. What does this NV's version exactly do...? Who the hell knows, is it a hybrid or a full on path tracing as Q2VKPT? Q2VKPT uses the original game data and it was lucky because Q2 includes information that wasn't used in original Q2 renderer but is present there anyway and can nowadays be used with more modern graphics methods. NV's version? Completely altered for sure since they added physically based materials and what not.

Bouncing rays isn't even that performance hungry, it's looking up the values from materials that is a performance hog. They show this in the Unreal video floating around here somewhere as well. Perfect reflections work fast but semi reflective materials, scattering, etc. is expensive as more things have to be calculated for a hit to a material.

The problem isn't what can graphics do, they are already doing it for decades but slower on CPU+GPU and farms in non-realtime for movies, single frame renders, etc. The problem is accelerating ray tracing enough so that we can use full path tracing and not be stuck with a hybrid renderer for another 2 decades where only very few effects get ray traced while all the rest is rasterized. Nice path tracing is super expensive, Q2VKPT runs by default the worst quality possible, 2 bounces I think and as a result many areas are pitch black as no rays bounce enough to get there.
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post #25 of 43 (permalink) Old 03-28-2019, 01:38 PM
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And thus, the Vega VII has 16GB of VRAM to buffer all your 4K material textures to speed up lookups.

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post #26 of 43 (permalink) Old 03-28-2019, 02:48 PM - Thread Starter
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Quote: Originally Posted by JackCY View Post
Q2VKPT isn't using ray traced effects as you can find in some AAA games, SOTR, BFV, Exodus. It's path traced and doesn't use the old fake stuff. What does this NV's version exactly do...? Who the hell knows, is it a hybrid or a full on path tracing as Q2VKPT? Q2VKPT uses the original game data and it was lucky because Q2 includes information that wasn't used in original Q2 renderer but is present there anyway and can nowadays be used with more modern graphics methods. NV's version? Completely altered for sure since they added physically based materials and what not.

Bouncing rays isn't even that performance hungry, it's looking up the values from materials that is a performance hog. They show this in the Unreal video floating around here somewhere as well. Perfect reflections work fast but semi reflective materials, scattering, etc. is expensive as more things have to be calculated for a hit to a material.

The problem isn't what can graphics do, they are already doing it for decades but slower on CPU+GPU and farms in non-realtime for movies, single frame renders, etc. The problem is accelerating ray tracing enough so that we can use full path tracing and not be stuck with a hybrid renderer for another 2 decades where only very few effects get ray traced while all the rest is rasterized. Nice path tracing is super expensive, Q2VKPT runs by default the worst quality possible, 2 bounces I think and as a result many areas are pitch black as no rays bounce enough to get there.
I quoted the part that they mentioned was changed in the OP, you can read it. The developer of Q2VKPT is a previous nVidia intern and he teamed up with the developers he previously worked with to create the Quake II RTX.

Quote:
As Christoph states on his site, Q2VKPT is the basis for future research, and a platform for more ray tracing goodness. So, we reached out shortly after Q2VKPT’s release to ask if our own ray tracing experts, many of whom he worked with previously, could develop enhancements and major additions. He said yes, and this week NVIDIA is presenting the newly-created Quake II RTX together with Christoph at GDC 2019.

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post #27 of 43 (permalink) Old 03-29-2019, 05:52 AM
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Still doesn't say what techniques it uses, if it's ray traced effects hybrid or full on path tracing, I would have to ask Christoph. Might just do that since there is no info out probably for anyone to know.
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post #28 of 43 (permalink) Old 03-29-2019, 05:57 AM
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Quote: Originally Posted by WannaBeOCer View Post
Lied by who? Ever since the release of OptiX they announced it's a hybrid method. Only people who feel lied to are those that don't like nVidia.

2010:

https://youtu.be/oK4UGnwwuEM

RTX news:

https://www.nvidia.com/en-us/geforce...raphics-cards/



https://devblogs.nvidia.com/effectiv...dering-engine/



https://developer.nvidia.com/rtx/raytracing



DxR:

https://devblogs.microsoft.com/direc...tx-raytracing/
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post #29 of 43 (permalink) Old 03-29-2019, 09:21 AM - Thread Starter
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Quote: Originally Posted by m4fox90 View Post
You know, you don't HAVE to white-knight the massive, multi-billion dollar corporation
Just pointing out that nVidia was always working on a hybrid ray tracing method. Only company that lied recently is AMD about their Primitive Shader that never received any type of support and completely dropped Vega support entirely.

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post #30 of 43 (permalink) Old 03-29-2019, 03:58 PM
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With the power of RTX you can play that old boring QII game that you got 600FPS in at a cenimatic 40FPS.


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