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3DMark Dandia - Real-time Raytracing Video
So if you might have overlooked it yesterday in the onslaught of all our content, we had a bit of an exclusive to show you. We have the first preliminary Ray tracing enabled 3DMark Dandia from UL (formerly Futuremark), this 3DMark tech demo shows real-time ray tracing in action which they plan to release later this year. The demo will run on any hardware with drivers that support the Microsoft DirectX Ray Tracing API. The purpose of this demo is to show practical, real-time applications of the Microsoft DirectX Ray Tracing API. The demo does not contain all the ray tracing effects that will be present in the final benchmark, nor is it fully optimized. The demo is based on a work in progress.
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BReal85
Senior Member
Posts: 487
Joined: 2016-10-25
Senior Member
Posts: 487
Joined: 2016-10-25
#5587439 Posted on: 09/21/2018 10:07 AM
Finally, RTX owners can see something on their GPUs.
The fuss is that it's using RayTracing.
Reflections and light projection on games today are "fake". They're painted on the objects based on pre-configured maps. That's why when you look into a puddle in a game, it's doesn't show the sky that you see if you look up - it's just showing a generic picture that is mapped on the puddle as a refection. Lights that shine on things aren't actually shining on them, either - they are painted on the objects to give the illusion that it's shining on them. Shadows that cross between the "source" and the object are just maps that are painted on the object as well.
All of this works well, but it requires a LOT of extra effort to make it look right, and in even the best games it has limitations that you can see if you look for them.
Raytracing actually has a light source, and all of the above effects are "real". It's a bit backwards, but you take the viewpoint of the player (the camera) and trace a line (called a ray, hence the name) from that to a given surface, then to the light source. It calculates what the effect that the light would have on the surface based on what that ray hits on the way, takes into account the surface properties of the light and the surface, and then renders what the effects would be. If the light is bright and the surface reactive, you will get a light that not only accurately shows shadows and reflections, the surface itself can influence the other surfaces around them - a shiny red car might cast a red light of its own on the ground, or a blue tinted window would make the light that passes through it shine blue on the objects on the other side, for example. Do this several hundred thousand times a second, and that's what you are seeing in this video - accurate, real-time lights and reflections, with reflective and translucent objects influencing the objects around them as they would in the real world.
If you want to see what kind of processing this stuff needs, go grab Daz3D and mess around with the iRay engine built into it. To do a single raytraced frame with the current GPUs can take an hour or more at even a modest resolution and a single light source. This is why Pixar and the like need massive render farms to do this. A dedicated high speed raytracing hardware engine could literally change the way the world works, with the things you see in movies as special effects being able to be rendered in real time in the world around us. This is a HUGE deal.
And you think about this while playing games? Never ever came to my mind. However, dowel-level AI or bugged body parts through textures bother me.
Finally, RTX owners can see something on their GPUs.

The fuss is that it's using RayTracing.
Reflections and light projection on games today are "fake". They're painted on the objects based on pre-configured maps. That's why when you look into a puddle in a game, it's doesn't show the sky that you see if you look up - it's just showing a generic picture that is mapped on the puddle as a refection. Lights that shine on things aren't actually shining on them, either - they are painted on the objects to give the illusion that it's shining on them. Shadows that cross between the "source" and the object are just maps that are painted on the object as well.
All of this works well, but it requires a LOT of extra effort to make it look right, and in even the best games it has limitations that you can see if you look for them.
Raytracing actually has a light source, and all of the above effects are "real". It's a bit backwards, but you take the viewpoint of the player (the camera) and trace a line (called a ray, hence the name) from that to a given surface, then to the light source. It calculates what the effect that the light would have on the surface based on what that ray hits on the way, takes into account the surface properties of the light and the surface, and then renders what the effects would be. If the light is bright and the surface reactive, you will get a light that not only accurately shows shadows and reflections, the surface itself can influence the other surfaces around them - a shiny red car might cast a red light of its own on the ground, or a blue tinted window would make the light that passes through it shine blue on the objects on the other side, for example. Do this several hundred thousand times a second, and that's what you are seeing in this video - accurate, real-time lights and reflections, with reflective and translucent objects influencing the objects around them as they would in the real world.
If you want to see what kind of processing this stuff needs, go grab Daz3D and mess around with the iRay engine built into it. To do a single raytraced frame with the current GPUs can take an hour or more at even a modest resolution and a single light source. This is why Pixar and the like need massive render farms to do this. A dedicated high speed raytracing hardware engine could literally change the way the world works, with the things you see in movies as special effects being able to be rendered in real time in the world around us. This is a HUGE deal.
And you think about this while playing games? Never ever came to my mind. However, dowel-level AI or bugged body parts through textures bother me.
Andrew LB
Senior Member
Posts: 1233
Joined: 2012-05-22
Senior Member
Posts: 1233
Joined: 2012-05-22
#5587441 Posted on: 09/21/2018 10:11 AM
There are two types of light reflection. Specular and Diffuse. Just about everything reflects light and it doesn't necessarily have to be 'glossy'. Only Specular reflections require a smooth dense surface. Surfaces like your skin, the matte finish on my Logitech G903, or the highly porous surface of high quality clay ink jet paper are great examples of a Diffuse reflection of light. The former creates a reflection where you can see the object emitting the light, the latter does not.
Reflection only occurs if a material or object or entity is GLOSSY.
There are two types of light reflection. Specular and Diffuse. Just about everything reflects light and it doesn't necessarily have to be 'glossy'. Only Specular reflections require a smooth dense surface. Surfaces like your skin, the matte finish on my Logitech G903, or the highly porous surface of high quality clay ink jet paper are great examples of a Diffuse reflection of light. The former creates a reflection where you can see the object emitting the light, the latter does not.
Andrew LB
Senior Member
Posts: 1233
Joined: 2012-05-22
Senior Member
Posts: 1233
Joined: 2012-05-22
#5587443 Posted on: 09/21/2018 10:14 AM
Finally, RTX owners can see something on their GPUs.
And you think about this while playing games? Never ever came to my mind. However, dowel-level AI or bugged body parts through textures bother me.
Thinking about it has nothing to do with it. The fact is, raytracing looks absolutely amazing and is the future of gaming graphics. I bet when the first 3d rendered games came out, you were like "just a gimmick. ill stick with my sprites". Because thats the mentality being portrayed by the raytracing 'resist' crowd. lol.
edit/
The thing is, if AMD was the first to market this type of technology, you all would be hailing it as a monumental achievement. And you know what? I'd be in agreement with you.
Finally, RTX owners can see something on their GPUs.

And you think about this while playing games? Never ever came to my mind. However, dowel-level AI or bugged body parts through textures bother me.
Thinking about it has nothing to do with it. The fact is, raytracing looks absolutely amazing and is the future of gaming graphics. I bet when the first 3d rendered games came out, you were like "just a gimmick. ill stick with my sprites". Because thats the mentality being portrayed by the raytracing 'resist' crowd. lol.
edit/
The thing is, if AMD was the first to market this type of technology, you all would be hailing it as a monumental achievement. And you know what? I'd be in agreement with you.
Dragam1337
Senior Member
Posts: 4178
Joined: 2017-11-23
Senior Member
Posts: 4178
Joined: 2017-11-23
#5587464 Posted on: 09/21/2018 11:31 AM
Thinking about it has nothing to do with it. The fact is, raytracing looks absolutely amazing and is the future of gaming graphics. I bet when the first 3d rendered games came out, you were like "just a gimmick. ill stick with my sprites". Because thats the mentality being portrayed by the raytracing 'resist' crowd. lol.
edit/
The thing is, if AMD was the first to market this type of technology, you all would be hailing it as a monumental achievement. And you know what? I'd be in agreement with you.
What looks amazing is 100% subjective. I for one am not at all impressed by it... more accurate reflections, yeah wow... if raytracing came without any drawbacks, then sure, i'd use it, but it comes with considerable drawbacks. A gpu that could otherwise easily pull 4k 60 fps, has to reduce res to 1440p to get 30+ fps. That is a tradeoff i would personally never make.
Thinking about it has nothing to do with it. The fact is, raytracing looks absolutely amazing and is the future of gaming graphics. I bet when the first 3d rendered games came out, you were like "just a gimmick. ill stick with my sprites". Because thats the mentality being portrayed by the raytracing 'resist' crowd. lol.
edit/
The thing is, if AMD was the first to market this type of technology, you all would be hailing it as a monumental achievement. And you know what? I'd be in agreement with you.
What looks amazing is 100% subjective. I for one am not at all impressed by it... more accurate reflections, yeah wow... if raytracing came without any drawbacks, then sure, i'd use it, but it comes with considerable drawbacks. A gpu that could otherwise easily pull 4k 60 fps, has to reduce res to 1440p to get 30+ fps. That is a tradeoff i would personally never make.
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Reflection only occurs if a material or object or entity is GLOSSY.