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NVIDIA To Announce RTX Technology

Nothing looked impressive in that video. Raytracing is supposed to provide super accurate reflections and shadows right? The reflections was average and shadows was popping in the house. If that was a demo id be disappointed showing it.
Yes. And it's why I stopped PC gaming mid last year. PS4 Pro has been stellar. :)
Are you boys talking about the uncharted that ran at 30fps, or is there a newer one I've missed?

:p
 
It is better than most PC games currently. Story, graphics and fun factor. Multiplayer is 60fps.
The fun factor and story is purely subjective. The graphics opinion is wooly as is, and would get blown out of the water if pc devs limited themselves to 30fps.
 
Are you boys talking about the uncharted that ran at 30fps, or is there a newer one I've missed?

:p

No, you've simply missed some of the best gaming that's been available in the last several years. And are about to miss some more this year.. And next year... And the next..

Uncharted (and Lost Legacy) are quite simply stunning games - both to look at and to play. Same for H:ZD. And Bloodborne. And so many others.

Of course, if your idea of gaming is to spend twice the price of a PS4Pro on a PC graphics card alone, just to sit there playing the same "console ports" - but with far more issues - then be my guest. :p
 
Same Bloodborne.
Yeah Bllodborne...
Great game to play just like Dark souls but not only it runs at 30 fps but it stutters constantly due to bad frame pacing which multiple updates didn’t solve and running it on PS4 PRO in boost mode doesn’t help at all and it also has no anti aliasing of any sort. Would never buy a game that runs like this. Only playing it as it is a free game in March for PS Plus subscribers.
Running Dark Souls 3 on PC now that’s something.
I’m only using PS4 Pro for PlayStation exclusives nothing else.
I think the best looking PS4 game so far is Horizon Zero Dawn.
 
Are you boys talking about the uncharted that ran at 30fps, or is there a newer one I've missed?

:p
I'm not getting the joke if there is one.
nvidia hardware in ps4? That's news to me. :rolleyes: ;)

Nope i'm talking about the nvidia demos such as that in the metro game looks underwhelming.

Such as commented before by 4K8KW10 in previous need for speed games where reflections look really good. These game demos have been disappointing because they have been represented like it's the next best thing for lighting and reflections.

And if your into your consoles wait for Microsoft and AMD to get there because it will probably catch on a lot quicker then.
 
If it's running on a current gen GPU then I assume it's a software implementation or AMD's version of DXR since Nvidia is not going to support it on their older gpu's apparently. Anyone know what gpu was used?


Titan V

It is not AMD's version, as this uses the standard in DX12.
 
I'm not getting the joke if there is one.
nvidia hardware in ps4? That's news to me. :rolleyes: ;)

Nope i'm talking about the nvidia demos such as that in the metro game looks underwhelming.

Such as commented before by 4K8KW10 in previous need for speed games where reflections look really good. These game demos have been disappointing because they have been represented like it's the next best thing for lighting and reflections.

And if your into your consoles wait for Microsoft and AMD to get there because it will probably catch on a lot quicker then.
I misquoted, had meant to quote @TheRealDeal

I agree the metro demo was not impressive.

IMO it was a terrible demo choice for ray tracing
- overcast skies i.e. diffuse light scattered in all directions
- matte textures due to decay i.e. low/zero reflection
- no movement in the scene i.e. no way to show off dynamic shadows.

In fact I'm not sure they couldn't have picked a worse scene if they tried.
 
I misquoted, had meant to quote @TheRealDeal

I agree the metro demo was not impressive.

IMO it was a terrible demo choice for ray tracing
- overcast skies i.e. diffuse light scattered in all directions
- matte textures due to decay i.e. low/zero reflection
- no movement in the scene i.e. no way to show off dynamic shadows.

In fact I'm not sure they couldn't have picked a worse scene if they tried.

The fact that they picked that scene may not have been in error.
 
I misquoted, had meant to quote @TheRealDeal

I agree the metro demo was not impressive.

IMO it was a terrible demo choice for ray tracing
- overcast skies i.e. diffuse light scattered in all directions
- matte textures due to decay i.e. low/zero reflection
- no movement in the scene i.e. no way to show off dynamic shadows.

In fact I'm not sure they couldn't have picked a worse scene if they tried.

haha no worries mate, and yea got to agree. i just didn't understand that scene at all. I had to actually look for where it was used.
 
It may (or may not) have been shown as a best case in relation to performance, or may (or may not have) been dialed right up for visuals with respect to the stated claims originally released.

At the end of the day we won't know until someone runs through the real deal. Isn't this always the case?
 
How long after DX11 was introduced was it being widely used in games? It seems like DX12 has been around forever now!
 
How long after DX11 was introduced was it being widely used in games? It seems like DX12 has been around forever now!

Problem is DX12 is a complete misunderstanding of what most developers actually want - most developers want to be able [at a time and place of their choosing] to work at a low level and closer to the metal but not having to plan and work at that level all the time - what most are looking for is a more abstracted general approach with the ability to drop in under the hood where necessary.

Eventually this leads to "DX12" being adopted when various libraries have wrapped the functionality, etc. but then you lose most of the benefits without enabling the real power of low level access.
 
Sounds....sensible. Can this be implemented though or are we looking at a brand new api?

I can only imagine a brand new API - DX12 forces you to do a lot of stuff with setting up your working space with memory, etc. before you even get started which can't trivially be changed.
 
Nothing looked impressive in that video. Raytracing is supposed to provide super accurate reflections and shadows right? The reflections was average and shadows was popping in the house. If that was a demo id be disappointed showing it.

Not sure what you are seeing tbh. This is what they are using it for;

"Rather than create a theoretical tech demo to showcase this new RTX technology running in the 4A Engine, we wanted to explore a practical application in an in-game scenario that our fans could directly benefit from. This demonstration shows RTX implemented and running in Metro Exodus, on our proprietary 4A Engine, using actual game content - you might recognise this environment from our 2017 E3 trailer! We have utilized true raytracing to render both Ambient Occlusion and Indirect Lighting in full realtime, in a practical in-game scenario. The demo can be seen running at NVIDIA’s booth at GDC 2018."

And in that regards it is doing exactly as expected. There is no popping visible in the video that I could notice although happy to be pointed at time stamp and location to see what you are because it sounds more like a LOD setting then the ray tracing not working.

bare in mind a lot of it will be to do with YouTube compression of the video. The only flickering that is certainly LOD is the moving towards the house with the doorway shadowing. In regards to where it is used then any light that bounces of the environment that is not lit direct from the sun. And the shadow depth is set by proper ambient occlusion.
 
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