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NVIDIA DirectX 12.1 tech demo - Mech Ti

-SD-

Banned
Note: This is probably DirectX feature level 12_1 demo and not a DX 12.1 one.

Best video of the demo so far, running on GTX 980 Ti (guided through by NVIDIA): https://youtu.be/geGCSO8RkuU?t=610

Another tour of the demo (shorter): https://www.youtube.com/watch?t=1300&v=2Fi1QHhdqV4

(I removed the link to that terrible tearing 4Gamer video.)

- Ray Traced Shadows enabled by Conservative Raster --> https://developer.nvidia.com/content/hybrid-ray-traced-shadows
- high-performance volumetric Sparse Smoke enabled by Tiled Resources
- real-time, single-bounce Screen-Space Reflections computed for all surfaces
- Sparse Smoke Lighting: volumetric smoke facilitates full lighting and shadowing effects
- interactive, volumetric smoke simulation perturbed by meshed objects.

More info (in Japanese): http://www.4gamer.net/games/016/G001684/20150608075/

Soon to be properly released by NVIDIA, I guess. The video and perhaps the demo executable as well.
 

ViciousDS

Banned
ah, the chromatic aberation can't be that...................OMG ITS THAT BAD!


Still pretty cool though

makes me want a real mech warrior game again.
 

Krappadizzle

Gold Member
Chromatic Abberation Tech Demo amirite?

CA has it's place in videogames, but it seems that most devs are going way overboard with it.
 
Nvidia needs to get those shadows into every single PC game stat. I'll get two Titans if I have to. I've been waiting for a fix of shimmery shadow edges without making them blurred.
 
Nvidia needs to get those shadows into every single PC game stat. I'll get two Titans if I have to. I've been waiting for a fix of shimmery shadow edges without making them blurred.

Yes, the ray traced shadows are probably the most impressive part of the demo for me. Looks like they made improvements to screen space reflections too. They aren't impressive with this demo, but in a better game setting they would probably be amazing.
 

Gizuko

Member
CA is one thing, but the tearing... Oh God, the tearing. Kept distracting me and I ended up closing it. Still, the raytraced shadows look amazing.
 

Man

Member
There's a lot of expensive and dynamic effects at play here but essentially a very low return on extreme computing requirements. Games available today running at good framerates are visually on the same level.

Looking forward to build my 980Ti VR rig soon tho!
 

shandy706

Member
Arghaagglagthbaaagoogletha!$!@!@3


My eyes!!

The edges actually messed with me the CA is so bad. It felt weird watching the video....and I hadn't even switched from 480p in a tiny window yet..lol.

It's just a demo guys. Don't focus on the CA. Focus on the tech they're presenting.

The tech is great...the CA really is awful though...and I generally am not bothered by it.
 

shark sandwich

tenuously links anime, pedophile and incels
ah, the chromatic aberation can't be that...................OMG ITS THAT BAD!


Still pretty cool though

makes me want a real mech warrior game again.
It's sad that we are using this ultra-advanced GPU to simulate the effect of a cheap, low-quality camera lens.
 

shandy706

Member
Why would you release a tech demo with constant framedrops and tearing?

Just noticed that there is some bad flickering and a weird speckled thing going on with the shadows during the real-time demo to. Especially when the mech crouches/shuts down for a second.

The ummm.....crotch area?...starts flickering and flashing like crazy. Also noticed it all over the back of the machine as it turns and walks sometimes. It's not a reflection as it happens when sitting still at times.
 
Looking at the convention vid at 60 fps framerate definitely drops a lot with the smoke stuff going on. Shadows didn't drop the fps too much though.

I hope they get adopted like PCSS did. Please rid the world of the shimmer.
 

Inuhanyou

Believes Dragon Quest is a franchise managed by Sony
Looks very bad for a 980ti. The performance tradeoffs dont seem to be scaling up to a significant visual improvement at all with the technologies they are demoing. This thing is like 3 times more powerful than a PS4, show me something significant!
 

AU Tiger

Member
Shadows are sexy as hell. The smoke, while I'm glad it's actual 3D now looked very strange like the smoke that comes out of the volcano underwater holes or something...
 

No, stuff like this:

15003_m4ClT6QYZB_battlefield_3_single_player_9.jpg
 

efyu_lemonardo

May I have a cookie?
the tech is impressive, but for a graphics company I expect much better presentation. That video was painful to watch.

Shadows are sexy as hell. The smoke, while I'm glad it's actual 3D now looked very strange like the smoke that comes out of the volcano underwater holes or something...

I think that's a result of basing the smoke on actual physical simulations. Simulating smoke at the level of complexity (number of particles) required to look convincing at the large scale shown in the demo is probably not possible in real time, so lower scale simulations are used, and the result looks more like vapor coming out of a hot cup of coffee than what you'd expect columns of smoke 10 meters high to look like.

In an actual game it would be up to the artists to find the correct balance between simulation and using pre made assets that are made to resemble more complex smoke.
 

xptoxyz

Member
I am mistaken in that feature levels, 12_1 in this case have nothing to do with a possible .1 update and therefore the title makes no sense?
 

Kathian

Banned
Weak presentation and concept video; but clearly a lot going on there. The smoke actually has some issues with the lighting reflecting in clear boxes with horrible lines in places.
 

KKRT00

Member
Raytraced shadows looked outstanding, although had slightly too high penumbra on the ground, but thats entirely fixable.
I wonder how performance intensive it is for bigger scenes with a lot of objects.
 
Meh.

Smoke looks gimicky.. and the lighting from the smoke don't cast shadows. Also don't like that the emulation of soft shadows is a trick that is clearly linear (hard to soft) instead of being based on the size of the area light. SSR looks the same as any other game (i.e. low res reflections).

Still got a few years to go for something that is remotely close to offline rendering..
 

KKRT00

Member
Meh.

Smoke looks gimicky.. and the lighting from the smoke don't cast shadows. Also don't like that the emulation of soft shadows is a trick that is clearly linear (hard to soft) instead of being based on the size of the area light. SSR looks the same as any other game (i.e. low res reflections).

Still got a few years to go for something that is remotely close to offline rendering..
Smoke cast and receive shadows.
 

shandy706

Member
The CA is irrelevant. This is not a product. You might as well complain about the color scheme of the mech.

Purple and orange would have been cooler..or black, white, and purple.

I wanna see cell-shaded mechs with volumetric smoke and lighting/shadow casting.

I'm not buying this demo now. Pre-order cancelled.
 

KKRT00

Member
Yes, but it's *lighting* from the rocket don't cast shadows. There is only 1 lightsource in that scene that casts shadows. There should be many light sources for each of the rockets firing off.

Lights from machine gun shots definitely cast shadows.

---edit---
Same goes for the rockets.
 

Helznicht

Member
Is this really a DX12 demo? What features shown here cant be done in DX11 (although maybe at a higher performance hit). I have seen one DX12 game in action and the self shadowing & lighting was very impressive, but, can't stuff like it be done in DX11?
 

KKRT00

Member
Is this really a DX12 demo? What features shown here cant be done in DX11 (although maybe at a higher performance hit). I have seen one DX12 game in action and the self shadowing & lighting was very impressive, but, can't stuff like it be done in DX11?

Particles are done with Tiled Resources, which was somehow enabled in DX11.2, but dont know if to the degree required for tech in this demo.
 

Sinistral

Member
I don't know what is specifically 12_1 in that video but it should be noted it's more a general DX12 video. Nothing is specifically mentioned to involve Conservative Rasterization Tier 1 and Raster Order Views. But some effects could very well use those.

http://www.extremetech.com/extreme/...what-amd-intel-and-nvidia-do-and-dont-deliver

Specifically at 1:30 it even says Sparse Smoke: High performance volumetric smoke enabled by Tiled Resources

Still, very cool looking demo. Raytraced shadows and volumetric lighting look very nice.
 
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