Crytek Real-Time Ray Traced Reflections

Rendered on an AMD Vega 56. Thoughts?
youtube.com/watch?v=1nqhkDm2_Tw

Attached: 14219111589.jpg (600x400, 86K)

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youtube.com/watch?v=SrF4k6wJ-do
youtu.be/dQSzmngTbtw
knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
youtube.com/watch?v=cnquEovq1I4
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This another one of those "never ever because it's too taxing in a real game" thing?
My thoughts are, ur a faget.

still not worth the fps dip

Looks cool. Slightly concerning is that everything has a roughness of 0 though. Can't tell if that's for the demo or if it's a limitation of the raytraced reflections.

The entire 3% of the market that uses an AMD GPU will be ecstatic.

Or you know, everyone that doesn't have RTX.

>look at me I use settings

The video isn't used to exemplify the technology is only for AMD cards, it says in the intro that it's for both NVIDIA and AMD.

And just like that RTX is already a useless meme technology.

>ray traced reflections
How often do you people look at reflections? Why don't we get some interesting shit like ray traced lighting that actually matters? I think Metro is the only game that has that right now.

>How often do you people look at reflections?

.....Not as much as they will now they can be rendered properly in real time?

>wow, this reflection of the environment I can already see looks wonderful
lol ok

Reading is hard

Lighting is more computationally expensive because it's on a per light basis. Even Metro only does raytracing from the sun and it absolutely kills performance.

I completely agree though that this is a meme feature without a lot of practical use.

Non-functional mirrors is one of the most common gripes from graphicsfags. Especially because lots of older games had them.

Rendering the scene twice is still way cheaper than using raytraced reflections.

"I didn't think the game was good until I saw the graphics"
>t. nobody every since crisis

Yes, for one single plane.
Now add a bunch of more planes, and some curvy surfaces to boot, then ray-tracing becomes a lot more attractive.

But that's exactly how normalfags think

So how is this even possible? Without dedicated hardware, isn't this going to eat up the ALU and be useless in practice?

Sure but the majority of games don't benefit from it. Mirror's Edge might but that's about it.

Scary shit.

Graphics are the only reason people play Uncharted, so that's another one.

Games were, and still are to some degree, designed around the technology at their disposal. With ray-tracing in their hands, they can base their games around the notion that mirror halls and shiny polished metal environments are trivial to handle.

You may be right to some degree, but the fact of the matter is that the only people who are ready to afford putting ray-traced stuff into their games are AAAs, which at the same time are the least likely to innovate in anything ever. So I doubt they would exert budget to experiment with this kind of tech outside of the realms of muh fancy grafix.

Not really, there's a pretty big distinction to be made between graphics and presentation. Uncharted is firmly on the presentation side of things.

That's why everyone would benefit immensely from having RT-capable consoles during the next gen. Sadly, that seems to be a dream so far.

Yeah, I doubt that'd be the case, but even if we had it with the coming gen most smaller devs wouldn't really dabble in that space yet. I'd give it at least a generation of this tech being available to most everyone before I'd epxect any major innovations to be gained from it.

Yeah, seems like you're having a hard time with that.

No, once they get it working on high end hardware they can improve it and scale it to work on low end trash

So in 5-10 years your console friends can go "wow check out the AMAZING water reflections guys, eat that switch U peasants"

Big console devs love to boast about their graphics, though. If the usual Sony exclusive teams only have one platform to worry about, they'll unhesitatingly leverage whatever they can get.

Sony taking advantage of this tech would at best lead to your average Uncharted puzzle but this time using mirrors. I'm talking about true innovation, not this surface level shit you can expect from your average AAA.

This demo doesn't look very downscaled, and it appears to run well with environments comparable to that of RTX demos.
Vega was already disappointing in conventional tests, so one would think that pitting it against RTX for ray-tracing would make it look even worse.

Good point, but what these developers do deliver that is of great benefit is all the tough and boring research that went into their games, and smaller, more creative developers, can build on that work. Case in point, Uncharted 2 "innovated" with what is branded as filmic tonemapping, and I see tons of smaller games imitating it.

Attached: uCvQb.jpg (977x653, 123K)

Roughness is asset dependent, at least it should be, if so the user cannot just jump into settings and change that

meant for

It's voxel based ray tracing, a much cheaper method than what Nvidia is doing.
Again, Nvidia shoves highly inefficient tech to tell their cards and someone else implements it in a much cheaper manner.

No doubt, I've seen this feature around smaller games too these days overall it barely impacts the game on a mechanical level, unlike the potential for RT. I do agree, though. AAAs might introduce the tech there but it'll eventually benefit us all and it hopefully won't take forever for someone to really dive into the concept and technology to explore what's possible with them. Puzzle games will be the first real frontier to introduce this and it'll only spread from there.

>crytek
Holy shit they are still alive?

What are the primary downsides of voxel based ray tracing?

You'd have to ask Crytek but considering the only implementation is on reflections right now, that's a downside.
Traditional lighting can look amazing without RTX though, if the lighting artists are skilled enough. Reflections are something that can't be done manually no matter how skilled the developers are, so this is a good solution that will be viable for next gen consoles and PCs meaning it might actually get used by developers.

they really should have just made the 20series cores all run regardless of raytracing or not, instead of dome being dedicated to RTX. then people might actually see the cards as a good value instead of a meme, and if they want RTX enabled then the card could switch to dedicating cores to that process. idk how they fucked that up so badly

is the demo available for download? id like to test it

Ray tracing is and always has been fucking boring. I knew when GPU vendors would try to push it that gaming graphics would be in a sad as fuck state.

Every game has been coming out looking boring as hell, ray tracing isn't going to help anything.

All consoles are AMD.

>Case in point, Uncharted 2 "innovated" with what is branded as filmic tonemapping, and I see tons of smaller games imitating it.
And now games look like shit because of it. And Uncharted 2 didn't start that movement afaik, wasn't it Crysis?

I'm too much of a brainlet to understand ray tracing

Watch.

youtube.com/watch?v=SrF4k6wJ-do

Tone mapping has been done for longer than the average Yea Forums user has been around, but they all had their own share of problems. Uncharted 2 came around and bestowed upon the world the filmic tone mapping algorithm to finally make games look good...
Or so they thought. Everyone then decided to switch to ACES.
Really, it's a subjective matter, and following the latest trend is stupid.

But filmic tonemapping rarely looks good... What is ACES? And obviously tonemapping has been around but for games I thought it was Crysis who did it first in the modern way. I remember messing with mods and seeing the Uncharted/Crysis tonemap options, maybe I'm thinking of something else though.

It isnt using voxel based ray tracing. SVOGi is similar to Nvidia's VXGi in unreal and SEGI in Unity.
youtu.be/dQSzmngTbtw

knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/

I agree that filmic tone mapping doesn't look good, because it's, well, filmic.
But at least it was a cure to a problem on the other side of the spectrum that plagued games; excessive bloom and contrast.

Attached: tone map.jpg (1600x1760, 220K)

That guy worked on a subsurface scattering algorithm, yes?
Doing God's work.

Soul
Soulless

Yup, also this.
youtube.com/watch?v=cnquEovq1I4
Good to have someone who knows his shit giving simple layman explanations on new highly technical grafics research papers