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post #33 of (permalink) Old 03-19-2019, 08:23 AM
WannaBeOCer
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Quote: Originally Posted by PontiacGTX View Post
I was thinking they used it for global illumination well I guess I need to read into this.because most games use SSR right? I wonder if HUNT uses this kind of reflection instead SSR
Apparently Cyril Crassin a researcher at nVidia made SVOGI and they ended up scrapping it. Crytek SVOGI is based off of nVidia's previous work. nVidia ended up using BVH since it was less demanding or since it was easier to make dedicated cores for? We'll see what nVidia ends up doing with VXGI.

http://on-demand.gputechconf.com/gtc...lumination.pdf

https://blog.icare3d.org/2012/06/unr...l-time-gi.html

but according to this article credit went to Tim Sweeney

https://www.geforce.com/whats-new/ar...-time-graphics

Here's an article regarding SSR not being used.

https://bit-tech.net/news/tech/graph...ray-tracing/1/

Quote:
'Neon Noir was developed on a bespoke version of CryEngine 5.5, and the experimental ray tracing feature based on CryEngine's Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and Nvidia GPUs. However, the future integration of this new CryEngine technology will be optimised to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12. All scenes are rendered in real-time in-editor on an AMD Vega 56 GPU. Reflections are achieved with the new experimental ray tracing feature in CryEngine 5 - no SSR [screen space reflections].'
Quote: Originally Posted by skupples View Post
I think RTX cores are gonna go the way of the dodo faster than PhysX cards, & dedicated secondary GPUs for PhysX, or PhysX period.
RT cores aren't going anywhere any time soon just like Tessellation units.

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