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Ray-Tracing Is All The Rage At This Year's Game Developers Conference

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  • L_A_G
    replied
    Originally posted by pal666 View Post
    by decent you mean incorrect, since refraction is not affine transformation and turns lines into curves. even worse than shader "reflections" on water waves
    One of the main goals in computer graphics, particularly in real-time graphics, has historically been that it looks realistic, not that it's actually rendered using a realistic simulation. However even ray-tracing plays pretty fast and loose with the laws of physics.

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  • pal666
    replied
    Originally posted by L_A_G View Post

    We've had decent non-raytraced implementations of refractions since at least the original released version of Valve's Source engine way back when Half-Life 2 came out.
    by decent you mean incorrect, since refraction is not affine transformation and turns lines into curves. even worse than shader "reflections" on water waves

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  • L_A_G
    replied
    Originally posted by pal666 View Post
    what you can say about non-raytraced refractions?
    We've had decent non-raytraced implementations of refractions since at least the original released version of Valve's Source engine way back when Half-Life 2 came out.

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  • pal666
    replied
    Originally posted by Leopard View Post
    I talked about current ones , not past legends.
    is id software some magical place where each who comes to work becomes a legend? and why only id software is capable of doing it properly, but not other companies, including ones where old legends work now?

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  • pal666
    replied
    Originally posted by L_A_G View Post
    Considering how good non-raytraced reflections have become
    what you can say about non-raytraced refractions?

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  • pal666
    replied
    Originally posted by Naquatis View Post
    Before I would touch the kernel I would use other options to use ROCm but I can wait till 4.17 no problem.
    i never suggested you touch the kernel. touch your package manager

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  • AdamOne
    replied
    Originally posted by OneTimeShot View Post
    It seems like every time the hardware people build something faster, software people come up with additional crazy!

    You’ve got a really fast GPU. Real time ray tracing!!!
    True, but it feels like a natural step towards the good-old goal of better graphics!
    I personally am very impressed, even the quake2 with real time tracing is super fun to me, because I love new stuff. I recommend ppl to try the demo in wine (couldnt build it from github) amietia.com/Quake%202%20GPU%20Pathtracer%20+%20Q2Demo.zip

    The higher the resolution the lower fps. Still the rays have some interesting effects to me.

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  • Leopard
    replied
    Originally posted by pal666 View Post
    do you know that all original id software devs are working for someone else for long time?
    If you think i was referencing to Carmack , yes. He works for Facebook , i know.

    I talked about current ones , not past legends.

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  • PackRat
    replied
    Originally posted by Naquatis View Post
    Uhh ahhh DirectX 12 did not get adopted as well as Vulkan -> we need to put in some more realistic realtime stuff! Yesterday I saw Mono got replaced by Visual Studio for Linux. They pushing really hard didn't they?
    Don't you mean to say 'Monodevelop'?

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  • bridgman
    replied
    Originally posted by InsideJob View Post
    LOL, it was all the rage in 1998... give it another couple decades.
    LOL indeed. I was about to say "it was all the rage in 1978 too" but I think 1979 was the first time ray tracing made it onto the presentation list for Siggraph.

    By the time I started going to Siggraph (1981 in Dallas IIRC) ray traced movies were pretty common.

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