Futuremark Demonstrates Raytracing Demo with DirectX 12

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This does look pretty nice. Seems like a big step for visual fidelity.
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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.
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Cool but kinda would have liked to have seen it in something higher than 720p. Looks pretty blurry on my 4k screen.
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Ray tracing, was a big topic 5 years ago, guess it will take another 5 years before games and hardware can use it properly.
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tensai28:

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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Silva:

Even on my 1080p looks like crap. 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.
Good luck running that on a 1080Ti. That's too slow for real-time ray tracing. Didn't they use a Titan V for this? And that seems to be barely enough for 30FPS @ 720p...
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Administrator
Ah whoops, updating, the movie has been updated to 1080p.
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RealNC:

Good luck running that on a 1080Ti. That's too slow for real-time ray tracing. Didn't they use a Titan V for this? And that seems to be barely enough for 30FPS @ 720p...
3x Titan V from what I read about NVIDIA's showcase videos such as the one from Remedy but I haven't seen any further confirmation on that. This might be the DirectX 12 non-GameWorks variant though so it could differ in any number of ways. NVIDIA seems to focus on ambient occlusion, shadows and reflections. This benchmark seems to be about the reflections in particular and I don't know if either AMD (Microsoft DX12 DXR and AMD OpenRays.) or NVIDIA (GameWorks RXT was it?) uses this to calculate light or if that's too expensive in compute performance and how many samples and "rays" that would be needed for accurate results compared to various forms of global illumination to achieve similar results but at a lesser performance impact.
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RealNC:

Good luck running that on a 1080Ti. That's too slow for real-time ray tracing. Didn't they use a Titan V for this? And that seems to be barely enough for 30FPS @ 720p...
Whichever current GPU you have makes no difference (unless its a Titan V), since the hardware accelerated raytracing they are showcasing here is a new hardware feature not present in Pascal. We can revisit that once the new generation is out. Not sure how you get to any performance estimations though, this is just a video without a FPS counter (also, its 1080p now, not 720p) - and the video seems overly compressed, not sure if thats YouTubes fault.
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I look forward to the Cyberpunk 2077 patch, released in 2025, that will add a realtime 30fps, ray trace option for your quad SLI 5080Ti's.
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RealNC:

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.
BOLD. IF next consoles gen still limit PC gaming by game devs self-imposed "fairness" towards consoles expect that and other fancy graphical tricks to hide console weakness. šŸ˜”
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Nobody talks about resource utilization and FPS lol, if uses more resources and gets less FPS doesĀ“nt work :/ grettings
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This can be implemented in all sort of ways.. The Nvidia showcase used 3 Titans to run, and had AO, shadows and reflections all running raytraced. with this demo focusing on only reflections, and since the quality of those can be set from poor to ultra - it means that next generation decent gpu's can run some ray-tracing for certain reflections combined with regular rendering for shadows and ao etc. - You will certainly not do this for 144hz FPS multiplayer.. but this is really just the same as we had when Doom was released back in Half-Life 2 days and it introduced dynamic lighting and shadows - it cost a fortune of resources, and you could only have 2-3 dynamic lights on screen at the same time.. But over years it became the norm to have dynamic lights. Ray-tracing will go the same path, be only implemented in lower quality and for the most important parts at first, then taking over more and more and eventually all lighting and reflections and ao will be always high quality ray-tracing in all games.
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JonasBeckman:

3x Titan V from what I read about NVIDIA's showcase videos such as the one from Remedy but I haven't seen any further confirmation on that. This might be the DirectX 12 non-GameWorks variant though so it could differ in any number of ways. NVIDIA seems to focus on ambient occlusion, shadows and reflections. This benchmark seems to be about the reflections in particular and I don't know if either AMD (Microsoft DX12 DXR and AMD OpenRays.) or NVIDIA (GameWorks RXT was it?) uses this to calculate light or if that's too expensive in compute performance and how many samples and "rays" that would be needed for accurate results compared to various forms of global illumination to achieve similar results but at a lesser performance impact.
Lmao 3 titanV, what a frackin fail. Imo useless next-gen FX to the max.
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I thought it looks really interesting, even if it is a few years away from mainstream adoption. Sometimes you guys just come off as a bunch of salty, grumpy old men. https://i.imgur.com/B0G692i.jpg
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It is interesting, but not while its just some bs so they call it "advance" in visual technology. I would be 1000x more impressed if they actually show it now on a single gpu, but not in such form, but rather packed nicely in something like Luminous tech demo -finalfantasy from 2-3years ago. I found that far more advanced then anything shown so far with this "new thing" called raytracing.
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@Lilith: fully agree. If nobody shows how the future could look like, well, what do we do then on Guru3D in the first place ? The videos are impressive, even if they are only reality to us 5 years from now. And remember, we all live in the matrix.
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Lilith:

I thought it looks really interesting, even if it is a few years away from mainstream adoption. Sometimes you guys just come off as a bunch of salty, grumpy old men.
The problem is that ray tracing has been interesting for the past 5 or 10 years but we are still waiting for any practical use of it... And even if ray tracing becomes something normal in games, does it really matters??? Games already look very good and now we need better gameplay not better graphics. For example with the release of the latest consoles all we got from developers are open world games and thatĀ“s it. New ideas regarding gameplay are basically zero... The only ones that try to improve gameplay are indie games and Nintendo... So yeah, this demo looks good but thatĀ“s it.
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H83:

The problem is that ray tracing has been interesting for the past 5 or 10 years but we are still waiting for any practical use of it... And even if ray tracing becomes something normal in games, does it really matters??? Games already look very good and now we need better gameplay not better graphics. For example with the release of the latest consoles all we got from developers are open world games and thatĀ“s it. New ideas regarding gameplay are basically zero... The only ones that try to improve gameplay are indie games and Nintendo... So yeah, this demo looks good but thatĀ“s it.
Nintendo... Right. Half of Nintendo employees are lawyers. I'm sure that makes their games better. Whilst I don't deny gameplay and content development would be jolly good, this sort of graphical development is still a step forward as well. Any sort of progress is good progress. This is also needed if 20 years from now we are going to have actually somewhat pleasant rudimentary VR instead of the infant steps of today. Don't say that if we can't have one kind of advancement today, then it'd be better to have no kind of advancement at all. That's just silly. Not to mention it's not mostly the same guys and gals who are developing ray tracing and gameplay. In the end it's all up to the money coming from consumers, so progress can't be equal, predictable, and steady everywhere. Although better graphics require more money and talent to implement, it's still a kind of linear type of progress made possible by stronger GPUs and increasing memory, but there's no such thing in gameplay development. It all depends on various kinds of novel innovations and breakthroughs that aren't so easy to see and thus might not seem plausible investments for the studios.
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Nvidia said they used 4x NVlinked Volta V100:s to run that Star wars ray tracing in 1080p 24fps. So yeah, no way this is getting in games until they find some cheaper solution or we wait until gpu:s have 10x or more power than currently.