How does this change what he said?
Did I say it would ?
Of course in 10-20 years graphics will look better, goes without saying ..
How does this change what he said?
It's not IGN bullshit, I remember someone from PD saying in an interview that not only was it using tracing it was also full 1080p (unlike during gameplay where it's upscaled) and how proud they were of that scene.
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.
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.
Did I say it would ?
Of course in 10-20 years graphics will look better, goes without saying ..
yes ,it is .Technically it's (baked ) raytracing (camera mapping) + Realtime HDR.
Did he just say baked?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 car.
Not sure I want to pursue this, but which parts of the image are you seeing a difference related to ray tracing?
Just the overall way the scene is lit and the accurate reflections. Also these scenes have to run at near 20 fps for some reason.
Here's some direct feed shots (but resized) from WaxVanillaFree:
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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.
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.
I bet they use cube map in the car to create reflections....
Edit: Beaten!![]()
But even those look like cubemaps, you can see the bilinear interpolation in the reflection on the hood
How do cube maps reflect other objects? Cause even in game other cars are reflected during game play.
I'm not that knowledgeable in this things so pardon me if I say something stupid.
How do cube maps reflect other objects? Cause even in game other cars are reflected during game play.
Cars are not reflected in other cars, if that's what you mean. Nor are the mechanics reflected in the garage or any other scene.
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 on 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).
But they are, as is the road curbs, walls, and stuff like that.
But they are
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 to mimic a reflection, but some Codemasters PS2 games did this too.
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.
Looks cool, but need to see some other scene. Until then...
http://www.youtube.com/watch?v=6_DrgiwLABk
http://www.youtube.com/watch?v=gZlCWLbwC-0&feature=related
[..]
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.
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.
The same way we did it with spherical maps on PS2, you update them dynamically.Metalmurphy said:How do cube maps reflect other objects?
Some day, real-time path tracing will look something like this:
http://www.youtube.com/watch?v=MHP0E65vap4
I thought i7s were overrated...why isn't he using a i5....could've save some cash.
or at least that is what message forums have told me.
edit- His GTA4 vid is amazing.... next gen is already here..I've been missing out.![]()
I guess i'm weird because the most jarring thing to me in that video is the awful awful clutter popin. I hate that more than anything else in that video.I thought i7s were overrated...why isn't he using a i5....could've save some cash.
or at least that is what message forums have told me.
edit- His GTA4 vid is amazing.... next gen is already here..I've been missing out.![]()
The problem with that is that everytime it gets realized, game complexity rises making it impractical again.
Some day, real-time path tracing will look something like this:
http://www.youtube.com/watch?v=MHP0E65vap4
Just the overall way the scene is lit and the accurate reflections. Also these scenes have to run at near 20 fps for some reason.
Here's some direct feed shots (but resized) from WaxVanillaFree:
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This! Was pretty interested in itfuck, they limited access to the video.
I remember this debate since a decade or more ago and I've retained the same position: Ray Tracing will never be viable in-game because there will always be cheaper, more cost-efficient techniques to perform similar functions.
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.
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
Cars are not reflected in other cars, if that's what you mean. Nor are the mechanics reflected in the garage or any other scene.
True, but the cost of each ray traversal only increases by the log of the total number of polygons in the scene. With rasterization, rendering costs increases linearly with the number of polygons.
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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