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Guru3D.com » News » Futuremark Demonstrates Raytracing Demo with DirectX 12

Futuremark Demonstrates Raytracing Demo with DirectX 12

by Hilbert Hagedoorn on: 03/21/2018 12:04 PM | source: | 24 comment(s)

Futuremark is thrilled to join Microsoft onstage for an announcement, which they followed with a presentation of our their work in developing practical real-time applications for new Raytracing technology.
 

In case you missed it, the big news from GDC this week has been Microsoft's announcement of DirectX Raytracing. DirectX Raytracing (DXR) is a new feature in DirectX 12 that opens the door to a new class of real-time graphics techniques for games.

Accurate real-time reflections with DirectX Raytracing

Rendering accurate reflections in real-time is difficult. There are many challenges and limitations when using the existing methods. For the past few months, we've been exploring ways of combining DirectX Raytracing with existing methods to solve some of these challenges. While much of our presentation went deep into the math for our solution, I would like to show you some examples of our new technique in action.

 

With DirectX Raytracing we can render accurate real-time reflections of dynamic objects.

With DirectX Raytracing we can produce reflections of objects that exist outside the main camera view.

Using DXR we can produce accurate, perspective-correct reflections on all surfaces in real-time.

Reflections are not just for mirrors. They make other surfaces look more realistic too.

 

Practical real-time raytracing for games

Raytracing is not a new technique, but until recently it has been too computationally demanding to use in real-time games. With modern GPUs, it's now possible to use rasterization for most of the rendering and a smaller amount of raytracing to enhance shadows, reflections, and other effects that are difficult to achieve with traditional techniques. Our DXR tech demo runs in real-time on current GPU hardware and, because it builds on existing methods, it was relatively easy to implement into our DirectX 12 game engine.  We are proud to be one of the first developers chosen to work with DirectX Raytracing, and we are excited about the opportunities for this new API.  FM is happy to announce that we will be using DirectX Raytracing in a new 3DMark benchmark test that we hope to release towards the end of the year.



Futuremark Demonstrates Raytracing Demo with DirectX 12 Futuremark Demonstrates Raytracing Demo with DirectX 12 Futuremark Demonstrates Raytracing Demo with DirectX 12




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nevcairiel
Senior Member



Posts: 844
Joined: 2015-05-19

#5530019 Posted on: 03/21/2018 12:17 PM
This does look pretty nice. Seems like a big step for visual fidelity.

RealNC
Senior Member



Posts: 4132
Joined: 2011-11-24

#5530051 Posted on: 03/21/2018 01:42 PM
I still prefer 120FPS traditional rendering vs 30FPS ray tracing...

I doubt this will get anywhere in the short term. Maybe in 5 years or so.

tensai28
Senior Member



Posts: 1498
Joined: 2013-10-31

#5530059 Posted on: 03/21/2018 02:13 PM
Cool but kinda would have liked to have seen it in something higher than 720p. Looks pretty blurry on my 4k screen.

Quicks
Senior Member



Posts: 558
Joined: 2006-05-22

#5530065 Posted on: 03/21/2018 02:22 PM
Ray tracing, was a big topic 5 years ago, guess it will take another 5 years before games and hardware can use it properly.

Silva
Senior Member



Posts: 1968
Joined: 2013-06-04

#5530066 Posted on: 03/21/2018 02:22 PM
Cool but kinda would have liked to have seen it in something higher than 720p. Looks pretty blurry on my 4k screen.

Even on my 1080p looks like shit. I was going to downvote then noticed the video was on guru3d channel and upvote anyway.
As someone said above, I prefer to hit +60fps over this kind of fidelity. It's nice tech for the future, but today is not the future as a 1080Ti is just to expensive.

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