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(07-17-2012, 11:12 AM)
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#103
Well if you have a better source, or some visual way of contrasting it with the rest of the game aside from the resolution, you're welcome to post it.
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(07-17-2012, 11:21 AM)
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#104
The interview was years ago, from prologue time, so I'm not gonna waste time looking for it, but the difference is pretty obvious from that to gameplay shots.
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Member
(07-17-2012, 11:25 AM)
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#106
Carmack had various things to say about it last year:
http://www.youtube.com/watch?feature=&v=hapCuhAs1nA He addresses ray tracing (and a million other things on there) from 11 minutes in. |
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(07-17-2012, 11:27 AM)
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#107
Not sure I want to pursue this, but which parts of the image are you seeing a difference related to ray tracing?
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Member
(07-17-2012, 11:34 AM)
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#109
Just looks like a run of the mill cube map on the car, it is low res and is most likely the same thing that they use in races for the reflections on the cars.
Last edited by TheD; 07-17-2012 at 11:56 AM.
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Member
(07-17-2012, 12:00 PM)
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#112
If that is true it's the same as all developers do their lightmaps and nothing to do with reflections/shadows.. Also the method is used in hundreds of games. |
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(07-17-2012, 12:12 PM)
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#113
Here's some direct feed shots (but resized) from WaxVanillaFree: ![]() ![]()
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Member
(07-17-2012, 12:55 PM)
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#114
If anything it looks more like box projected cubemaps to me. |
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(07-17-2012, 01:08 PM)
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#115
Well, I meant reflections on the car. Background reflections aren't even "real" reflections.
Much more apparent in motion and definitely much better then what you get in game. |
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Member
(07-17-2012, 01:12 PM)
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#117
But even those look like cubemaps, you can see the bilinear interpolation in the reflection on the hood
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Member
(07-17-2012, 01:15 PM)
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#119
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Member
(07-17-2012, 01:16 PM)
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#120
You guys should check out this blog for some Path-tracing (a form of raytracing) demos:
http://raytracey.blogspot.com/ |
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(07-17-2012, 01:17 PM)
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#121
I'm not that knowledgeable in this things so pardon me if I say something stupid. |
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Member
(07-17-2012, 01:24 PM)
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#122
I'm kinda disappointed myself as i remember the interview about raytracing that scene, but i never got to buy the game so i didn't see it in detail before |
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(07-17-2012, 01:25 PM)
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#123
A cube map is made from 6 90 degree FOV pictures taken from a central point. In the case of the garage, this can be done pre rendered rather than real time, as the car never moves. In the game, a very low detail version of the track is used to generate the cube map at the centre of the player's car, or in the case of replays, the car the camera is following (all cars will share identical reflections, so if your car is in a tunnel, all cars will reflect a tunnel environment regardless of their location. You can test that in photo mode.)
Last edited by Graphics Horse; 07-17-2012 at 01:30 PM.
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(07-17-2012, 01:27 PM)
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#124
Forza has them as well, although not on AI cars iirc. *edit* Or maybe not, nm. I'm getting all my memory confused. I'll have to do some testing.
Last edited by Metalmurphy; 07-17-2012 at 01:34 PM.
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Member
(07-17-2012, 01:34 PM)
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#125
Woah wait, really? I've never seen this...And Forza only have cars reflected off on the hood, if you're in cockpit view... a neat framebuffer trick, which as far as I can recall, was first implemented in PGR4 and has since seen similar use in other racing games. Except GT5, which surprised me cos I don't remember seeing that effect at all...
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(07-17-2012, 01:34 PM)
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#126
Nope, not cars, I'd have seen it if it was there.
I can't remember but I think Forza has bonnet cam reflections which just map an upside down copy of the previous frame (everything before the HUD was drawn) to mimic a reflection, but some Codemasters PS2 games did this too. |
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Member
(07-17-2012, 01:37 PM)
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#127
GT3 was the first racer I've seen using realtime cube map reflections...blew my mind back then. |
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(07-17-2012, 01:38 PM)
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#128
I was sure GT5 reflected cars but looking at shots on google makes it apparent they don't. |
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(07-17-2012, 01:45 PM)
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#129
well, it looked nice, but there really was no need to bother using ray tracing for a scene like that.
Yeah, you might have objects accurately reflecting each other, but it's nothing you can really appreciate in that scene, it could have looked almost 100% the same with the usual tricks. We don't even need ray tracing so bad, at this point global illumination, light bouncing and ambient occlusion are far more important for graphical fidelty. All ray tracing does here can be faked with satisfying results anyway Also, what kind of DOF are they using ? looks like a very cheap implementation, kinda like GT5's for objects close to the camera. What I was wondering is...when are we going to see vector textures instead ? you know, textures which are not bitmaps but are actually vector based, like .ai files. Granted, that couldn't work for everything but i am sure in a few cases it would help. |
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Member
(07-17-2012, 01:50 PM)
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#130
I wonder how much more power it takes to be able to process so many rays that the grainy look when moving the camera can be completely eliminated... It does seem a few years away in the least :( |
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Member
(07-17-2012, 01:59 PM)
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#131
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(07-17-2012, 02:04 PM)
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#132
True Crimes: los angeles did it too, unfortunately it grabbed the previous frame AFTER the HUD was drawn, so you'd see cars reflecting the hud too, or trucks reflecting themselves :) As for cube mapping, it could be used to draw reflections of other cars too; just like it grabs a picture of (a simplified version of) the scene, there's no reason why said scene couldn't include cars, except performance of course. And of course you should have individual cube maps for each car for that to look convincing, since otherwise every car would be reflecting the yellow Corvette near the player. I still think that this would still be faster than raytracing in any case. and produce very similar results eventually. Actually, someone told me that Bugbear's Flatout was already using individual cube maps for every car ? not sure. |
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Banned
(07-18-2012, 02:07 AM)
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#135
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Member
(07-18-2012, 02:28 AM)
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#136
EDIT: Scratch that. Looks like the FPS is much higher than it was before. Good times.
Last edited by Karak; 07-18-2012 at 02:36 AM.
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Member
(07-18-2012, 06:45 AM)
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#137
You guys should really take a look at some of the renders shown here: http://render.otoy.com/forum/viewforum.php?f=5
All of them are rendered on a GPU, though not in real-time, so that should be indicative of what the future of raytracing/pathtracing should look like. |
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Banned
(07-18-2012, 06:56 AM)
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#138
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Not even moist right now.
(07-18-2012, 07:14 AM)
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#139
"All of them are rendered on a GPU, though not in real-time, so that should be indicative of what the future of raytracing/pathtracing should look like."
You could essentially link to any CG/renderer website and see renders just as good. That these were rendered using a GPU is not important. What's important is whether it's rendered in real-time or not.
Last edited by Teknopathetic; 07-18-2012 at 07:17 AM.
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Member
(07-18-2012, 07:18 AM)
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#140
Ray Tracing is just far too computationally expensive and like you said, games will always raise the bar for complexity with every generation, moving the goal post every time. The only time I see RT becoming the standard for rendering is when we reach a point of diminishing returns and you can't tell what's graphically different from one generation to the next, even with a generational leap in power. But who knows what areas of interactivity we've yet to meddle in that will require even more visual processing power. I really don't think RT will be viable at all, unless they decide to use it on a game that's simple in every respect. |
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(07-18-2012, 07:47 AM)
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#141
Well, GT6 needs to look like this ! |
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Member
(07-18-2012, 10:05 AM)
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#143
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Member
(07-18-2012, 11:32 AM)
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#145
Last edited by zeioIIDX; 07-18-2012 at 11:37 AM.
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Banned
(07-18-2012, 11:47 AM)
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#146
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Member
(07-18-2012, 11:56 AM)
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#147
http://www.youtube.com/watch?v=3TXpXclylWg |
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Member
(07-18-2012, 11:59 AM)
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#148
Raytracing does effectively solve a lot of hacks you have to do with rasterization techniques but in order to do so you'd need to bounce a lot of rays. I don't think there is any article comparing both approaches to effectively tell if a method is inherently faster than the other. |
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Junior Member
(03-06-2013, 10:05 PM)
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#149
A Ray-Tracing Expert says that the PlayStation 4 should be able to pull off some Realtime Ray-Tracing in games.
& here is his latest Path-Tracing video Real-time path traced Gangnam style
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Member
(03-06-2013, 10:07 PM)
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#150
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