Star Citizen developer says ray tracing "a massive headache"

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Well, Star Citizen itself is a massive headache, so...
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by the time this game is released it will be 3 more card generations in the future...
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Uhm.. the very question of the user on the forums is questionable in terms of being meant for serious... Does RTX save you work... no, how should it? Basically reprogramming most of your lighting... 🙄
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emperorsfist:

Well, Star Citizen itself is a massive headache, so...
yeah and their devs are like 1 + 1 = 11 😀
fantaskarsef:

Uhm.. the very question of the user on the forums is questionable in terms of being meant for serious... Does RTX save you work... no, how should it? Basically reprogramming most of your lighting... 🙄
It will save work in case you can assume it is always on, but for now if dev choses to go with RTX then they need to support both lighting methods, RTX and legacy. Not to mention games are made for console first these days and usually get ported to PC. So unless RTX will pick up greatly on PC or next-gen consoles would implement it, there won't be much support from game developers. Anyone still remembers hardware PhysX, or SLI for that matter. 😀 HairWorks, VXAO - how many games use these? Nvidia would need to make a deal with game console producers to put their GPUs in next gen consoles. But that ain't gonna happen since AMD owns 100% of that market.
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emperorsfist:

Well, Star Citizen itself is a massive headache, so...
/thread
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I think they got a headache trying count all the cash.
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fOrTy_7:

It will save work in case you can assume it is always on, but for now if dev choses to go with RTX then they need to support both lighting methods, RTX and legacy. Not to mention games are made for console first these days and usually get ported to PC. So unless RTX will pick up greatly on PC or next-gen consoles would implement it, there won't be much support from game developers. Anyone still remembers hardware PhysX, or SLI for that matter. 😀 HairWorks, VXAO - how many games use these? Nvidia would need to make a deal with game console producers to put their GPUs in next gen consoles. But that ain't gonna happen since AMD owns 100% of that market.
Nobody besides Nvidia will ever support RTX... if so, they'd have to go DXR, same story as ever 😀 You are right of course, it doesn't apply to consoles (unless AMD/m$ bring in some leverage on DXR / DX on consoles in general), at least not now and not the next generation. One of the examples why consoles are holding back PCs. AMD does have 100% of the market, but they haven't been able to push any features onto consoles either... they're contractors to build semi-custom chips, they're not the makers of the software environment or anything... the best bet to bring any real features onto consoles is actually m$ since they'd be interested in both PC and console, Sony couldn't care less, and Nintendo always had their attention somehwere besides pure technical stuff 😀
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SC will not support DXR because will not support DX12. And this is what was said about. It requires massive amount of code to support planned Vulkan and to support ray tracing, which is still not supported by Vulkan. So they will return to both later, as there are far more important things to do at the moment. So it stays DX11 for now.
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ViperAnaf:

by the time this game is released it will be 3 more card generations in the future...
Squadron 42 (solo) will be Beta in a year and half not 10 years. Star Citizen (MMO) is sharing all SQ42 assets ont top of its own specific area. Performance improved by a factor of 2 to 3 will patch 3.4 and even middle GPU generation like Gtx1060 are doing well despite not fully optimized (Alpha. One mandatory thing: use an SSD.
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I mean, you don't need Star Citizen's developer, to realize, that you can't just make "ray tracing only" when, RTX owns how much? 0.1% of the market? " So in the end, devs had to make old way lights and in addition ray tracing = more work to do.
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......"instead", developing a feature for a single manufacturer's top-end cards means also maintaining feature parity for everyone else's hardware.........
That's a good statement.
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""Do you, as I, believe that RTX tech will save you devs so much work farther along and look absolutely spanking?"" Anyone, with this level of grammar, does not deserve a reply.
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JoeBlobers:

Squadron 42 (solo) will be Beta in a year and half not 10 years. Star Citizen (MMO) is sharing all SQ42 assets ont top of its own specific area. Performance improved by a factor of 2 to 3 will patch 3.4 and even middle GPU generation like Gtx1060 are doing well despite not fully optimized (Alpha.
Don't even get people started on SC / SQ42 development duration. That's a fight no one can win.
Caesar:

That's a good statement.
Until DXR (not RTX) gets adopted. Or all the lineups of Nvidia run RTX, a few years down the road. Or until AMD announces they offer some solution for it too. And even then, there's no need to support it at all.
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The game is already huge and they're under high pressure to deliver. There's no way, unless Nvidia injects the needed money, they're going to develop a feature just for a small percentage of users that have the hardware that can't even run it at decent fps.
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Wait this con-project still exists?
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I would think RT implementation in SC would be significantly more difficult given how large the gameworld is. Like how do they even do the lighting on the surface of planets now? Where is the light being cast from? The sky or the actual star? At what point during the descent into the planet does that even change?
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Silva:

The game is already huge and they're under high pressure to deliver. There's no way, unless Nvidia injects the needed money, they're going to develop a feature just for a small percentage of users that have the hardware that can't even run it at decent fps.
The issue is that this problem applies to more than 90% of gaming studios. So unless Nvidia is willing to "sponsor" lots of games so they can include RT and/or DLSS, the adoption rate is going to be minimal. Or they can try to convince AMD and Intel to join the RT party...
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Nvidia is always pulling this s**t. There is a DX12 implementation of ray tracing, hell it even works on older Nvidia and AMD cards albeit performance is horrible. If Nvidia would simply stick to standards we wouldn't see these situations. The proprietary "things" worked for them in the past but those times are nearing an end. Once Intel is a proper 3rd GPU maker in 2020-2021 game developers wont code for proprietary anything.
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JamesSneed:

Nvidia is always pulling this s**t. There is a DX12 implementation of ray tracing, hell it even works on older Nvidia and AMD cards albeit performance is horrible. If Nvidia would simply stick to standards we wouldn't see these situations. The proprietary "things" worked for them in the past but those times are nearing an end. Once Intel is a proper 3rd GPU maker in 2020-2021 game developers wont code for proprietary anything.
RTX is just a marketing name for Nvidia's hardware/software that accelerates the DX12 standard. It would be like if AMD called their DX11 tessellation hardware "TESS X PRO 9000" BF5 for example uses DXR, calls it DXR and doesn't even implement denosing on tensor but the BVH intersection is accelerated on Nvidia RTX cards by RT cores. Nvidia has self-built gameworks libraries for "RTX Effects" for ease of implementation but those are also based on DXR.
gydj:

when you report a random conversation on another forum as top-line news....
So if the dev wrote the exact same thing in a news post it would somehow be more credible or something?
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well it saves you work, but then you have to waste x10 that saved work time trying to replicate the effect using traditional methods for the other +90% of users