Hardware & Technical Nvidea Ray Tracing...

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I don't think 10Giga rays/s is enough for real time galaxy wide global illumination. There are over 400 billions stars that can shine a light on your ship. Not enough memory to keep every star system in ram :p

On a more serious note, the tech does look good.
I think it is. Shadows are conventional faked now , but 400bil lightspot has the same influence practical as ambient lighting. So error might be so low that fall into float rounding arror and the 1000 close most luminous stars are the most important. The lower number the greater error the more the lesser.
The Frontier tech engine would prototype that what number does well enough result to archive a good result where the error is not noticable and computing as low as possible.

Also 400bil. minus less of the milion are not at all relevant as they are to faint and are totaly outshine by more luminous front stars.

In development an optimisation is more of fake it with good aproximation then be as accurate beyond human capability of notice it if they pure focus it in game review lab test. Then play the game as intended for good game experience.

As for BF5 RT effect. Raytracyng is placebo hyped feature of correct shadows.
To me I can' t see if RTX render accurate I just asume it by claim that raytracing is accurate . That why a good aproximation is good enough even compared next to each other.
It is by lack of shadow or big error that it is noticeble if reviewing shadows.
 
Hi , for me it's DLSS which is more important, it means ed can get a boost in performance for VR and new planet landings.

I wouldn't be surpised if some of the delays with ice planets and textures are down to enabling this.
 
I admit to not knowing much about coding or anything more about ray tracing than what NVidia's blog tells me, but isn't FDev's Cobra engine already doing something like this?

In most games, 'ray tracing' benefits appear to be 'better' action rendering. I have my doubts about this, as I've grown to really hate how most blockbuster movies model CGI fight scenes with 'realistic blur'. I am terrified that this is what the simplest Ray Tracing algorithms and AI are going to produce. My hope, of course, is that Elite: Dangerous and FDev's Cobra Engine will actually utilize Ray Tracing to make the entire process of rendering the galaxy more efficient, provided you have DXR/RTX/whatever one needs to streamline ray tracing.

I don't believe Elite terrain runs off polygons and pre-existing materials like most games, but it procedurally generates every surface material based upon its interactions with light. So whatever steps ED currently runs through before rasterizing could be dramatically altered as ray tracing is more embraced. Isn't that how it works? Whether or not 'Shadows are conventional faked now'.

Icy worlds have surfaces where light refracts and scatters to a minimal degree. I admit I'm only aware of this because my GTX 670 has even more trouble rendering icy worlds than rocky worlds.

Ages ago, back in 2014, Brookes said that the cobra engine is built capable of modeling light from multiple light sources, but that is disabled because the demands on GPUs at the time were insane.

So my hope is that implementing these new process trees for new GPUs will not be as heavy a developmental bottleneck as everyone here seems to think. Besides, FDev will be making these changes to the Cobra Engine, which will affect all of their games, so if you're worried about eating into Elite development time, that's probably not an issue, as they'll most likely be different teams.
 
isn't FDev's Cobra engine already doing something like this?

No.


I don't believe Elite terrain runs off polygons and pre-existing materials like most games, but it procedurally generates every surface material based upon its interactions with light.

Degree of procedural rather than manual generation has little to do with ray tracing vs. rasterization.

ED procedurally generates many assets (especially terrain), but it's renderer is purely rasterized, with no ray tracing. Lighting and shadows are conventional, and are applied after geometry is generated.

Icy worlds have surfaces where light refracts and scatters to a minimal degree. I admit I'm only aware of this because my GTX 670 has even more trouble rendering icy worlds than rocky worlds.

Icy worlds and asteroids have more pronouced subsurface scattering than other areas, which is more demanding to render. However, this is not ray tracing.

Ages ago, back in 2014, Brookes said that the cobra engine is built capable of modeling light from multiple light sources, but that is disabled because the demands on GPUs at the time were insane.

Not as demanding as ray tracing.

So my hope is that implementing these new process trees for new GPUs will not be as heavy a developmental bottleneck as everyone here seems to think. Besides, FDev will be making these changes to the Cobra Engine, which will affect all of their games, so if you're worried about eating into Elite development time, that's probably not an issue, as they'll most likely be different teams.

You can't just port the engine over to DX12, implement DXR/RTX, and expect everything to work as it should with existing assets. It would be a major chore to add the parameters required for ray traced lighting to interact convincingly. It would be like putting a realistic physics engine into a game where none of the assets have mass or density values, there are no parameters for drag or friction, and gravity hasn't been set.
 
The inconvenience with each new technology is that they come of long years before their generalization in the general public.

Look the 4K.

Few people have 4K right now, I think

:)
 
I don't think anyone should hold their breaths and expect anything like the simple demos show to be added to games anytime soon.....lol

Looking at the price tag of these RTX cards this seems more likely Nvidia is hoping render farms will replace full racks of Xeons with Quadro RTX cards than this will replace rasterization in gaming.
 
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