Crytek releases Neon Noir Ray Tracing Benchmark
A while ago Ctryek showed some Raytracing video, done not hardware accelerated over the DX Raytracing pipeline. They however now have released a working demo. The video they released at the time was called Neon Noir and demos the possibilities of the new CryEngine feature.
The video was created with "an advanced version of the CryEngine total illumination function," demonstrating Real-Time Ray Traced Reflections. This functionality will be added to the CryEngine this year for developers to use. The Neon Noir demo was created with the new advanced version of CRYENGINE’s Total Illumination showcasing real time ray tracing. This feature will be added to CRYENGINE release roadmap in 2019, enabling developers around the world to build more immersive scenes, more easily, with a production-ready version of the feature.
Neon Noir was developed on a bespoke version of CRYENGINE 5.5, and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. The feature will ship in CRYENGINE in 2020, optimized to take advantage of performance enhancements delivered by the latest generation of graphics cards from all manufacturers and supported APIs like Vulkan and DX12.
System requirements:
- AMD Ryzen 5 2500X CPU/Core i7-8700
- AMD Vega 56 8 GB VRAM/NVIDIA GTX 1070 8 GB VRAM
- 16 GB System Ram
- Win 10 x64
- DX11
Neon Noir follows the journey of a police drone investigating a crime scene. As the drone descends into the streets of a futuristic city, illuminated by neon lights, we see its reflection accurately displayed in the windows it passes by, or scattered across the shards of a broken mirror while it emits a red and blue lighting routine that will bounce off the different surfaces utilizing CRYENGINE's advanced Total Illumination feature. Demonstrating further how ray tracing can deliver a lifelike environment, neon lights are reflected in the puddles below them, street lights flicker on wet surfaces, and windows reflect the scene opposite them accurately.
"Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12."
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They've had a rocky past couple of years as a company. This is a smart move for them strategically. I wish them good fortune'
True - & I see this as bait for potential investors who want this refined further.
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1080p
Ultra
Fullscreen
Score - 13961
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And Nvidia a year ago was saying ray tracing couldn't be done on current API's, with current hardware.......
Crytek.... "Hold my beer!"
Seriously, this is what should of been pushed first BEFORE Nvidia's RTX stuff, which the industry wasn't ready for. Just imagine if they pushed something like this, and gave us a monster compute driven GPU with an insane amount of shader cores instead of cutting the chip in half and cramming in RT and Tensor cores which took up space for those compute units. Demo's like this would be in real games and running extremely well, not to mention everyone gets to try it out and see just how good it looks and it even performs very well on older hardware. Which would of then in turn encouraged people to upgrade their older hardware to newer more capable hardware. Then Nvidia could of used the money gained here to further develop RTX and actually release it in a more refined state. With more than likely cheaper hardware as well!
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must be gearing up to sell the engine again.
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It looks cool but reading about the implementation kind of shows differences between it and utilizing DXR:
https://www.cryengine.com/news/view/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more#
The number of rays per pixel falls below BF5's medium setting (1 ray per 4 pixels) and it falls back into voxel cone tracing in a lot of areas, which means any kind of dynamic lighting is going to tank performance. It's essentially an extremely optimized set of various methods for reflections. Going to be interesting to see how the reflection resolution increases once DXR is implemented (which they state will occur sometime in the future).
It's definitely an awesome demo but it's kind of hard to gauge how this would perform outside the demo and into an actual game implementation.