Read more.Firm shows A/B scene comparisons with the Microsoft DirectX Raytracing API on/off.
Read more.Firm shows A/B scene comparisons with the Microsoft DirectX Raytracing API on/off.
according to someone: "to reach lifelike graphics you need 40 teraflops of compute power"
I have to wonder if he scene setup tricks used to make VR headsets not take twice the GPU power with traditional graphics will still work with raytracing.
i can remember raytracing on my amiga- even a quite simple scene could take a day to render.
that was what, c30 years ago and still the holy grail?
plus ca change...
Published earlier today by Epic Games:
"Peek into the future of real-time computer graphics with “Reflections,” the first demonstration of real-time raytracing in Unreal Engine 4 using Microsoft’s new DXR framework and NVIDIA RTX technology for Volta GPUs. The Reflections demo illustrates the next-gen experimental lighting and rendering techniques in Unreal Engine, developed in collaboration with NVIDIA and ILMxLAB."
Not a Microsoft DXR demo, but another eye opening showcase using Unreal Engine at GDC 2018:
Siren Real-Time Performance | Project Spotlight | Unreal Engine
Epic Games teamed with 3Lateral, Cubic Motion, Tencent and Vicon to take live captured digital humans to the next level using Unreal Engine. Meet “Siren,” a high-fidelity, real-time digital character based on the likeness of Chinese actress Bingjie Jiang.
I think the scene runs real-time on an Nvidia DGX Station, equipped with four Tesla V100 GPUs. That's an entry level system for DXR?!
Last edited by mtyson; 23-03-2018 at 10:27 AM. Reason: added GDC2018 DGX Station photo
It seems the next Metro game will use RTX:
https://segmentnext.com/2018/03/22/m...x-ray-tracing/
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