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Blender 2.81 Benchmarks On 19 NVIDIA Graphics Cards - RTX OptiX Rendering Performance Is Incredible

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  • #31
    Originally posted by rmfx View Post

    That would make no sense, ray-tracing for animation is way more complicated than real-time one and Vulkan ray-tracing features are not designed to meet such needs.
    However using Vulkan compute instead of OpenCL for cycles GPU would be a great choice.
    What features are missing then? Please elaborate

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    • #32
      Originally posted by blacknova View Post

      I'm not sure what you mean. To have just shading without reflections and refraction you need just one ray/object intersection, with 2 you'll have at least basic reflections.
      Sub-sampling is necessary only for anti-aliasing. At least that is how it worked for mine simple raytracer.
      Artivision has a point. Real-time full Ray Tracing for heavy 3D video games are still immature and way off for a few years. For the time being, they are just marketing tactics and nothing more than well executed ligthing effects and reflection on games. 2000 Arcade video games notably from both Namco and SEGA are example.

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      • #33
        Originally posted by artivision View Post

        That's because NV doesn't have RT. Their solution does 2 and 4 samples per pixel and in order to see something you need at least 8. They just did it one or two generations early for marketing reasons.
        What a load of bullsxxt , their solution could do as many sample/rays per pixel as the developer desire and most games doesn't use 4 or even 2 sample per pixel, Metro Exodus GI implementation for example works with 1 or even 1/2 sample per pixel as do most of the other games with the exception of Quake 2 RTX which, being path traced, require much more rays, even above 8

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        • #34
          Originally posted by M@yeulC View Post
          Are there any differences in the produced output?
          No, the output is the same

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          • #35
            Originally posted by Stefem View Post

            What a load of bullsxxt , their solution could do as many sample/rays per pixel as the developer desire and most games doesn't use 4 or even 2 sample per pixel, Metro Exodus GI implementation for example works with 1 or even 1/2 sample per pixel as do most of the other games with the exception of Quake 2 RTX which, being path traced, require much more rays, even above 8
            Rays per pixel is different than samples per pixel and their hardware does 2 on low/medium wile 4 on high/ultra. Gaming speaking tho.
            Last edited by artivision; 04 December 2019, 04:39 PM.

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