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Purely conjecture from forum members like your self because they find it hard that it could be true & are going to great lengths to suggest other possibilities.
And at the end of the day if i can play games looking like the ruby demo then i really don't care for what tricks may of been used.
Well it's a matter of honesty, you need to calm down a bit and stop taking this as a personal insult. If you took the time to read the comments on ompf.org, you would see that a lot of people with deep rendering knowledge are dsiputing Ati's claims.
Who is the one who is being dishonest here? You say that i am going to great lengths to disproove it, quite the opposite. If you know about Raytracing then the Ati video immediately seems too good to be true, and it turns out it is.
I take Nvidia for their word on that demo because it looks exactly like what we should expect. There is no reason for them to exaggerate their claims since the the video just does what it says on the tin. They are not claiming to be able to render cineatic quality real time raytraced scenes, they are showing a proof of concept.
You seem to be the one with a horse in the race here, i don't care who produces the best card with the best raytracing or anything else. I do care when people directly compare 2 demos that are not apples for apples though,
which is exactly what you did.
Btw at the end of the day the chances of playing games that look like the Ruby demo are next to nil anyway, if you read those comments again on ompf.org you will see that this is 100% demo tech with extremely limited scope for games since there are so many cinematic hacks going on that making an entire game this way would be next to impossible.
Also Jules Urbach (the guy who created the Ruby demo) said himself in the Cinema 2.0 demonstration that games will not be using full raytracing for many years yet, hybrid is the way to go. I absolutely agree with him because full raytracing just cannot be done real time in complex scenes yet.
That's why the Nvidia demo looks simple in comparison, because it is doing full raytracing in real time.
It really does not matter if its hybrid or what ever its still using real-time ray tracing with in it & that's all that matters as the results is what its all about.
to add to this
As far as i know correct me if i am wrong but the Nvidia ray tracing demo is done in directx. Whereas the AMD ruby demo isn't directx or opengl it is done using voxel based rendering. Which is something entirely different to what we gamers have been playing games with. So i assume there is a lot left for the GPU to use to run ray tracing, it may not be true ray tracing but a hybrid but what does it matter, that demo looks near photo realistic.
Many NovaLogic games have used voxel-based rendering technology, including the Delta Force series and the Comanche series.
Westwood Studios' Command & Conquer: Tiberian Sun and Command & Conquer: Red Alert 2 use voxels to render most vehicles.
Westwood Studios' Blade Runner video game used voxels to render characters and artifacts.
Outcast, a game made by Belgian developer Appeal (now bankrupt), sports outdoor landscapes that are rendered by a voxel engine.
The videogame Amok for the Sega Saturn makes use of voxels in its scenarios.
The turn-based strategy game Sid Meier's Alpha Centauri renders all units and terrain in 3D using voxels.
The computer games Vangers and Perimeter both use a voxel renderer. Perimeter relies on voxels for its unique terrain molding.
The computer game "Thunder Brigade" was based entirely on a voxel renderer, according to BlueMoon Interactive making videocards redundant and offering increasing detail instead of decreasing detail with proximity.
Master of Orion 3 uses voxel graphics to render space battles and solar systems. Battles displaying 1000 ships at a time were rendered on computers without hardware graphic acceleration.
Build engine first person shooter games Shadow Warrior and Blood use voxels instead of sprites as an option for many of the items pickups and scenery. Duke Nukem 3D has an optional voxel model pack created by fans, which contains the high resolution pack models converted to voxels.
Crysis uses voxels for its terrain system.
Worms 4 Mayhem uses a "poxel" (polygon and voxel) engine to simulate land deformation similar to the older 2D Worms games.
The multi-player role playing game Hexplore uses a voxel engine allowing the player to rotate the isometric rendered playfield.
Voxelstein 3D also uses voxels for destructible environments.