Exploring the limits of real time rendering
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Abd0
any word on the hardware used for rendering this scene?
Passus
WOW just WOW
alanm
Awesome shadows.
fantaskarsef
Impressive...
Yeah I'd be curious too since:
Sounds like the next Crysis 😀
R41DZ3R0
gorgeously amazing!!!
Denial
90% of what makes this look good is the high res photogrammetry - which looks amazing in normal lighting but not so much when you have to factor in TOD cycles and non-natural lighting. A good example of the use of photogrammetry in a game is the Vanishing of Ethan Carter and/or textures in Battlefield 1/Starwars BF. They have methods now of stripping out some of the inherent baked lighting when using photogrammetry but it's still a metric ton of work and tweaking to make it look right under all lighting scenarios, which is the main bottleneck to using it. Going to be interesting to see how toolsets develop in order to make this process easier and get more games using it.
Silva
When we have the hardware to render this in real time @4k60fps life will be complete.
NaturalViolence
Keep in mind that as usual with tech demos everything shown here consists of a small number of detailed objects (often just one) with the background blurred. If you were to zoom out into an environment with a decent number of objects, like say what you would find in a video game, the framerate would tank. We're still a ways away from this level of photorealism not to mention the work involved in doing photogrammetry on everything will balloon development costs to something truly "unreal" :P.
BetA
very nice....
There are only some very small things where you actually can spot that it is indeed a Tech Demo..
The Shadows are slightly flickering like in any other real time Demo...Dunno, i guess shadows is one of the hardest things, expacilly if there are so many things that cast shadows..
Also, the wood floor was lifeless, no ants nothing..its strange looking at something so real and at first glance you dont get whats missing, till it hits you..where is the life..
none the less, for an Realtime tech demo this is awesome work..
Darkiee
I´m drooling the day, when this is the actual game graphics.
Hilbert Hagedoorn
Administrator
OnnA
"Ren has used photogrammertry and the lighting in this video is dynamic apposed to pre calculated and baked down to light maps or texture.
Ren has also used NVidia’s VXGI solution for the global illumination effects."
Now look at SW BF1 & BF2 + BF1 😀 (Yes in there we can make some noice, and enjoy the GFX)
akbaar
He was part of Paragon game, which honestly (Agora Map Legacy) had impressive Graphic technology almost similar to this render in this video.
Paragon was hugely amazing in term of graphic and vegetation. and i can see his touches in paragon after watching this video
Robbo9999
Wow, looks pretty much like real life! After reading some of the posts in this forum though, it sounds like we are still a long way away from actually seeing such visuals in games.
tensai28
I can't wait for game graphics, both on screen and in virtual reality to hit this level of fidelity. Until then, this would make a killer benchmark for years to come if he decides to release it.
Monchis
Yeah, but how long you´ll have to wait for technology to bring those 550 watts worth of graphic computing power down to a console feasible 150 watts (so we can get mainstream games with that kind of detail). 8nm wont cut it at all, and by 7nm they will be using new materials, so another 20 years?.
Denial
http://www.eurogamer.net/articles/digitalfoundry-2017-star-wars-battlefront-2-console-tech-analysis
I don't think it will be 20 years, probably next generation of consoles ~6 years.
I doubt the scaling is 100%, so it's more like 450w total and honestly knowing SLI scaling on Unreal its probably less than that. Nvidia claims Volta's architecture improvements increases FP32 perf/w by 50% on TSMC's 12nm 7.5T SCL - on 6.5T we know TSMC node itself brings additional perf/w. Further all these techniques will improve significantly as they are able to get utilized - again, the issue with photogrammetry is the laborious task of photographing all the assets, which is terabytes of data at high resolutions, bringing them back and processing the delighting in them so they can be used in environments outside where the photographs were taken. Once that problem is taken care of that's when Nvidia/AMD/innovative graphic companies like DICE will come in and find weird tricks and techniques to improve performance when it's being utilized.
DICE already uses photogrammetry in consoles:
tsunami231
if i didnt know better I would still think that CG but that pretty damn impressive we still gone need gpu that can push 8k+ that have such high PPI density that we can see jaggies. the power to push the textures.
15 years ago people said in 10 years we will have realistic graphics. people say the same now and in 15 years i still dont think we will have. and by realistic graphics i mean you can tell the difference between the CG and real life even if you tried.
HeavyHemi
Elder III
That's some gorgeous scenery for sure. I'd like to have it as a tech demo to drool over, even if we can't expect that level of graphics in games anytime soon. Benchmarks are always fun, even when they make your PC beg for mercy. 😉