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Guru3D.com » News » DXR Spotlight Contest - UE4 Diode Demo

DXR Spotlight Contest - UE4 Diode Demo

by Hilbert Hagedoorn on: 08/08/2019 06:52 AM | source: | 35 comment(s)

3D artist Alden Filion, who has worked in some triple-A games like Battlefield 4, Crackdown 3 and Lost Planet 3, has released a new Unreal Engine 4 ray tracing tech demo. This tech demo was created for the Nvidia DXR Spotlight contest. UE4 Diode is basically a short third-person action/melee game that takes advantage of real-time ray tracing. Players can explore a castle, solve a simple puzzle and fight some enemies. 
 







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« MSI Teases Radeon RX 5700 XT EVOKE Graphics Card · DXR Spotlight Contest - UE4 Diode Demo · AMD Launches 64-core / 128 Threaded 2nd Gen AMD EPYC Processors »

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Mesab67
Senior Member



Posts: 150
Joined: 2016-10-19

#5698349 Posted on: 08/08/2019 07:33 AM
Hmm....the viewer is asked to check out RT effects but is hit with a fast moving fight scene instead. Not a well-constructed RT demo, imho.

Caesar
Senior Member



Posts: 838
Joined: 2015-06-18

#5698351 Posted on: 08/08/2019 07:43 AM


Richard Nutman
Member



Posts: 93
Joined: 2018-08-30

#5698363 Posted on: 08/08/2019 09:05 AM
Can barely tell it's using raytracing. I doubt anyone would even notice, except the far higher frame-rates if it was turned off.

Undying
Senior Member



Posts: 12048
Joined: 2008-08-28

#5698365 Posted on: 08/08/2019 09:13 AM
Meh, Control will be the real rt showcase.

Petr V
Senior Member



Posts: 274
Joined: 2018-08-04

#5698390 Posted on: 08/08/2019 10:35 AM
What about to release new unreal tournament and not only some demos.
I really wish to play this type of game in these days.
And see old ut characters again in new game.

fantaskarsef
Senior Member



Posts: 11071
Joined: 2014-07-21

#5698396 Posted on: 08/08/2019 11:01 AM
Reflections do look nice. The thing is, we haven't seen what a non-RT scenario of the same scenes would look like.

And @Petr V , UT won't come soon, they're busy with Fortnite, and I've read just yesterday that they "wouldn't even know how to finish UT", a quote from Sweeney, but I can't recall where I've read this so I can't give a link, sorry.

Nedum
Junior Member



Posts: 5
Joined: 2009-04-06

#5698412 Posted on: 08/08/2019 11:39 AM
You always know it's a RT scene because the whole scene is filled with puddles. But even without a single puddle you can maybe notice it has something to do with RT, because a RT scene is always a WAY too dark.
Thinking of that, than RT is a pure waste of time and money and it make things look more unreal as with RZ. I don't get it why so "many" pp say, with RT the games look better? Till today I never saw a game looking better (over all) with RT in direct comparsion with a "normal" game. An inside scenes is always a way too dark and the outside is too "washy" (scene on distance). So why should I accept a Performance decrase for a more worse looking game? I don't get that! :rolleyes:

Fox2232
Senior Member



Posts: 9770
Joined: 2012-07-20

#5698416 Posted on: 08/08/2019 11:47 AM
Needs more work. Not real Raytracing. 1/2 of weapon effects are not reflected (Like huge circle at 0:13~0:14).
And most of weapon effects do not even illuminate area around.

Denial
Senior Member



Posts: 12417
Joined: 2004-05-16

#5698428 Posted on: 08/08/2019 12:18 PM
Needs more work. Not real Raytracing. 1/2 of weapon effects are not reflected (Like huge circle at 0:13~0:14).
And most of weapon effects do not even illuminate area around.

Ribbons and meshes in Niagara are not supported yet - only sprites.

fantaskarsef
Senior Member



Posts: 11071
Joined: 2014-07-21

#5698434 Posted on: 08/08/2019 12:24 PM
Ribbons and meshes in Niagara are not supported yet - only sprites.


The moments I realise I'm a fucking noob when it comes to slightly below surface terms and understandings of 3D rendering. I thought Niagara was a town with famous waterfalls I've been to three times already...

Denial
Senior Member



Posts: 12417
Joined: 2004-05-16

#5698436 Posted on: 08/08/2019 12:31 PM
The moments I realise I'm a fucking noob when it comes to slightly below surface terms and understandings of 3D rendering. I thought Niagara was a town with famous waterfalls I've been to three times already...


Lol - it's that too, but it's also Epic's name for it's new particle VFX tool inside Unreal Engine. The previous one was called Cascade - which is a small waterfall so I guess they wanted to stick with the waterfall thing.

Cascade doesn't support DXR at all - Niagara has some support but it's still limited.

https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html#raytracingsupportedfeatures

There are a bunch of effects and various features yet to be supported - which is why you see some things not being properly drawn in a lot of these demos. It probably takes a decent amount of time to switch them over - account for issues - Q/A testing on it - building it in a way that they can maintain a fork for raster/RT and add features to both going forward. They probably are also prioritizing things useful for film/architectural as they are heavily pushing into that market. Real time performance (60+fps) and advanced particle effects you'd find on weapons shooting doesn't matter as much when you're just demoing a house/building for a client or whatever. Unless you're simulating some kind of firefight in nakatomi plaza.

fantaskarsef
Senior Member



Posts: 11071
Joined: 2014-07-21

#5698437 Posted on: 08/08/2019 12:36 PM
Lol - it's that too, but it's also Epic's name for it's new particle VFX tool inside Unreal Engine. The previous one was called Cascade - which is a small waterfall so I guess they wanted to stick with the waterfall thing.

Cascade doesn't support DXR at all - Niagara has some support but it's still limited.

https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html#raytracingsupportedfeatures

There are a bunch of effects and various features yet to be supported - which is why you see some things not being properly drawn in a lot of these demos. It probably takes a decent amount of time to switch them over - account for issues - Q/A testing on it - building it in a way that they can maintain a fork for raster/RT and add features to both going forward. They probably are also prioritizing things useful for film/architectural as they are heavily pushing into that market. Real time performance (60+fps) and advanced particle effects you'd find on weapons shooting doesn't matter as much when you're just demoing a house/building for a client or whatever. Unless you're simulating some kind of firefight in nakatomi plaza.

Well there has been a Die Hard game with Nakatomi Plaza before, but I'm almost certain it did not support any way of RT :D

Thanks for the explaination and read up. You continue to teach those who humbly admit they know nothing. Kudos.

Petr V
Senior Member



Posts: 274
Joined: 2018-08-04

#5698452 Posted on: 08/08/2019 01:13 PM
Reflections do look nice. The thing is, we haven't seen what a non-RT scenario of the same scenes would look like.

And @Petr V , UT won't come soon, they're busy with Fortnite, and I've read just yesterday that they "wouldn't even know how to finish UT", a quote from Sweeney, but I can't recall where I've read this so I can't give a link, sorry.

:(

asturur
Senior Member



Posts: 434
Joined: 2010-05-12

#5698458 Posted on: 08/08/2019 01:29 PM
They are having hard time with RTX.
I wonder what they will do in next gen graphics.
If rt cores cannot grow fast, are they holding back normal shaders power to avoid big perf differences with rtx on/off?
Will ati that is not playing with RT cores get better results?

Unless some major game comes out in august, we are a 3 games with rtx after 1 year from launch ( that is september ). This is really bad.

Denial
Senior Member



Posts: 12417
Joined: 2004-05-16

#5698460 Posted on: 08/08/2019 01:40 PM
They are having hard time with RTX.
I wonder what they will do in next gen graphics.
If rt cores cannot grow fast, are they holding back normal shaders power to avoid big perf differences with rtx on/off?
Will ati that is not playing with RT cores get better results?

Unless some major game comes out in august, we are a 3 games with rtx after 1 year from launch ( that is september ). This is really bad.

I don't know why you think AMD isn't playing with dedicated RT hardware - the only thing they seem to be doing differently (from the patents) is fetch/store from texture units instead of the dedicated hardware - the collision calcs are still dedicated hardware.

I agree that there are few games but more are coming relatively soon. Wolfenstein Youngblood is getting it, the new Doom is getting it, Control and COD. They should have had more games and the ones that are launching without it should have launched with it. DLSS is in a similar state.

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