Video: Disney shows off what Real Time Ray tracing of Star Wars looks like with 8 Nvidia GPUs

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That might as well be a video of a Nintendo 64 game.
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Why do people have such a hard time holding their phone still.
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Agent-A01:

Why do people have such a hard time holding their phone still.
Some people just can't keep a steady hand... if my GF is holding a full cup of tea, it never stays full for long... lol
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Agent-A01:

Why do people have such a hard time holding their phone still.
Could have been worse..At least the video is horizontal. [youtube=Bt9zSfinwFA]
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Moderator
gydj:

Epic, how about you get 2 GPU non-SLI/non-Crossfire configuration work for all Unreal Engine games first?
Because they're probably making a lot more money off of Disney than they are from the general public?
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First these developers need to learn how to make games with Multi-GPU. Second, They need to learn how to optimize games.. And then, They need to learn, how to make games look attractive - without brute-force technology. BTW. Why They even bothering, in so early stage..?
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Not impressed. If they spent time to set everything for raytracing, they should have picked environmental settings where it shines. Here, it is just dull. Regular rendering with well selected Ambient lightning/occlusion would look almost same. Secondly, if they used raytraced scene to bake shadow textures for some stuff, it would look 99% same as there are really no good lighting/shadow changes.
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gydj:

Epic, how about you get 2 GPU non-SLI/non-Crossfire configuration work for all Unreal Engine games first?
vbetts:

Because they're probably making a lot more money off of Disney than they are from the general public?
It's because the effort required to get non SFR/AFR rendering to work is crazy, it's not compatible with various rasterized rendering techniques and the amount of people that run multi-GPU systems is like 7. For example their implementation of volumetric lightmaps, dramatically increases lighting quality for things like fog/god rays/etc but copying that much data between GPU's would basically cut any performance you get out of adding the second GPU because the copy takes so long. So what can the second GPU render at that point? The same thing applies to their recently added distance fields for GI/AO that's being utilized in Fortnite. They'd have to develop an entirely new techniques for mGPU setups, maintain that through multiple iterations of the engine only to serve like the 7 customers that run mGPU. And then the entire problem is inevitably solved by raytracing, where the performance increase with it is 1:1 with GPUs - which is why mGPU was used here. So why bother? [youtube=JAKXySYfLWo]
Fox2232:

Not impressed. If they spent time to set everything for raytracing, they should have picked environmental settings where it shines. Here, it is just dull. Regular rendering with well selected Ambient lightning/occlusion would look almost same. Secondly, if they used raytraced scene to bake shadow textures for some stuff, it would look 99% same as there are really no good lighting/shadow changes.
This is just a continuation of the work that Disney/Epic put in for Rogue One (K-2SO was rendered real time in all the scenes while they were shooting the film). I don't think they care about how people feel about this particular scene and if it best works with raytracing... it's going into a ride. Disney wants to use the tech for all future pre-production CGI in movies. Which is why Epic is pushing it so hard because they foresee all of hollywood using it.
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No offence but....That video did NOTHING for me.
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nz3777:

No offence but....That video did NOTHING for me.
__________________________________________ No offence but...Your avatar did nothing for me either, I preferred a beautiful woman or a watermelon. There is a way? About the video, I was not impressed, but it's nicer than your avatar. lol
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WalterDasTrevas:

__________________________________________ No offence but...Your avatar did nothing for me either, I preferred a beautiful woman or a watermelon. There is a way? About the video, I was not impressed, but it's nicer than your avatar. lol
Lol... yeah might as well have shown a video of still image than this shaky low quality mess, would have the same effect.
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ray racing is mess like vxgi that never got used in games becuse its demanding. without the powerfull hardware its nothing. and that not cheap.
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Unreal--:

ray racing is mess like vxgi that never got used in games becuse its demanding. without the powerfull hardware its nothing. and that not cheap.
Everything was demanding until it wasn't. Gotta start somewhere and now seems like a good time.
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Realtime raytracing is not very far behind. Yes its still very hardware demanding but so is path tracing and look how well it has progressed. When I was doing my BA 3d animation course at University of Teesside around 2004, I talked to some ILM ( star wars vfx company ) employees about path tracing in vfx films and they laughed and reassured me that it would only stay with stills and arch viz etc.. 10 years fast forward and I join ILM and we also use pathtracing for vfx stuff. All I can say things progress very fast. I wouldnt be surprised to see noise free real time physically correct unbiased ( or partly biased ) path tracing gaming in 20 years. Hell , I remember when Pixar released their first raytrace Renderman. Before, many people claimed you dont really need a raytracer and you could get away with a rasterizer, which was much faster but not really when you wanted full raytracing features. Some things are just better to fully calculate them rather than implementing 100 cheats to make it work, in the end its probably slower and looks worse. Machine power is much cheaper than human power. Its cheap to leave computers to calculate stuff.
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Agent-A01:

Why do people have such a hard time holding their phone still.
You should see me filming. My videos ruin anybody's day. @topic I lold at that video. Might as well been Jedi Outcast, couldn't have oticed the graphics difference anyway.