What does that prove?
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What does that prove?
This is not true (at least not at the level you are implying) - the implementation in Quake 2 does not significantly slow down with scene complexity and performance in Quake 2 RTX doesn't use optimisations around simplified graphics as the implementation in Minecraft does. You can increase scene complexity in Quake 2 RTX by "64x" with lots of reflective, etc. objects and it will only reduce rendering performance by 1-3%. (The exception here is that caustics for instance use a fast approximate simulation - increasing the complexity of things like the caustic simulation would come with a bigger performance impact).
If you look at my test room screenshots (example below) it has large areas of glass on both sides, a large mirror and multiple glass, chrome and other reflective objects and is only 1.5% slower than the stock Quake 2 maps if that.
Typically the performance cost of rendering a scene in CP2077 with rasterisation maxed and RT maxed exceeds the impact it would have of rendering it via Quake 2's path tracer albeit the cost here comes at the constrained ray budget not being sufficient to remove noise from specular lighting to an ideal level.
EDIT: You can adjust the reflection/refraction bounces between 1 and 8, default 2, in Quake 2 RTX with only a moderate performance hit - obviously there is a point you don't get things rendered that would require more bounces to capture after a point hence the limited performance impact of increased scene complexity but there are few instances where that matters for a video game even though it would be nice to have higher.
It has its limits and there in some way to go yet to get ideal results with an ideal low level of visual noise from using denoising approaches to make up for limited ray budgets but the path tracer in Quake 2 RTX is much more than people give it credit for because they judge it from the stock Quake 2 maps.
Could someone else give Hardware-Accelerated GPU Scheduling a shot with this game? Wanna see if what I'm feeling is placebo or not. Seems to have improve the frame pacing of the game a fair bit. Still not perfect but a lot better. could have course also be the 1.06 patch but nothing in the notes about improvements to the rendering pipeline.
Nothing if anything it confirms what you said.What does that prove?
I didn't watch it .Nothing if anything it confirms what you said.
Still it’s very impressive that it can upscale super low resolutions to something usable even if only when there is no movement on the screen.
Quake 2 RTX the developer goes over how they cutup the frame budget.
Quake 2 RTX does not run at all well on my RTX 2060 (I cant run it but I have seen videos at 42fps https://www.youtube.com/watch?v=7UgmlyMb9Gc but did when I had a RTX 2080. Even at 8K the RTX 3090 cant run it. https://youtu.be/d2F3OiKWPNs?t=462
The only way they get away with path tracing is less complex graphics.
Not in the way you are implying - whether rendering staring at a wall or a scene full of objects there isn't a huge difference because a lot of the overhead is already there just to do ray tracing - increasing the scene complexity many many times doesn't unduly add to the performance impact and it can do much more advanced effects than are leveraged in the stock Quake 2 maps within that budget - you can use ultra high res models and lots more of them, additional surfaces requiring refraction and reflections, etc. and the frame rate doesn't change much because the cost of doing a lot of the work is already there. If you run around the stock maps you'll notice the performance is quite consistent regardless of what is being rendered - I think only around 10% variation. Unlike Minecraft there are no specific optimisations to Quake 2's geometry in the path tracer neither does it depend on Quake 2's relatively simple geometry to get the performance it does - the game was chosen due to a mixture of someone already having started work on a path tracer for the game, the open nature of the source code and that it uses a static form of ray tracing for its lighting making it simpler to replace the existing lighting without massive amounts of work to rebuild the world which would require the raw map data files which aren't available for Quake 2 or many other games.
Where performance will take a hit is if you start adding more advanced features to the path tracer itself and/or increasing the base ray count.
What I am stating is Quate 2 RTX already brings GPU's to their knees. If you created a city centre area like Cyberpunk 2077 then used path tracing then you would have offline performance. Building a little demo of a few rooms is nothing compared to a whole open world.
Even so there is a reshader mod for battlefield V, Witcher 3 and Skyrim for pathtracing in some limited form.
This is just normal RT for the Witcher 3. 12:59 Got to love the people who cant see the difference between RT and raster.
What I am stating is Quate 2 RTX already brings GPU's to their knees. If you created a city centre area like Cyberpunk 2077 then used path tracing then you would have offline performance. Building a little demo of a few rooms is nothing compared to a whole open world.
What does that prove?
What I am stating is Quate 2 RTX already brings GPU's to their knees. If you created a city centre area like Cyberpunk 2077 then used path tracing then you would have offline performance. Building a little demo of a few rooms is nothing compared to a whole open world.
Even so there is a reshader mod for battlefield V, Witcher 3 and Skyrim for pathtracing in some limited form.
This is just normal RT for the Witcher 3. 12:59 Got to love the people who cant see the difference between RT and raster.
The Witcher 3 - "Ray Tracing" Path Tracing - Marty McFly's RT Shader
Skyrim 3:27
Far Cry 5 Ray Tracing Patch vs. Original (Path Tracing)
ghats not rayvtracing despute what they call the mod lmao. I checked a couple of your Witcher 3 videos and they looks like a contrast filter to make bright areas brighter and dark areas darker, you know, like HDR does. Rayvtracing will change the physical properties of light so you can end up with new shadows, shadows moved around and light illuminating new areas and being dynamic - none of which occurred. For example there is a scene around 3.4min in your second video where they show an in door fire, with"RT ON"the light remains static and baked in place, shadows and light do not move dynamically with the flame and there are areas where the light should not be remain illuminated- the only difference is the contrast is higher
Watching the video you linked ....
Says differently. @Roff has gone to great lengths to demonstrate that complexity adds very little to the render time.
Watch the video and look at what rays are cast and why.
Mate, there are people in the comments of those videos saying they can't tell the difference except significant fps drops and this is well before Cyberjunk was released. People on here are not claiming there is not much difference just to go on a witch-hunt. It is a genuine opinon of many gamers who have seen RT in action.
Anyway...on the subject of Cyberpunk...
https://www.hardwaretimes.com/cyber...ue-ray-tracing-limited-to-rtx-gpus-at-launch/CD Projekt Red’s upcoming blockbuster title, Cyberpunk 2077 will use a hybrid Global Illumination technique, partly using rasterization and the rest based on ray-tracing. Speaking to PCGamer, the team said the following:
We implemented ray tracing into our engine to work as a hybrid solution, meaning that we can replace certain systems with its ray-traced version. For example, our core Global Illumination system uses light that comes from the sky, sun, and all location light sources to dynamically produce bounce light. In ray tracing mode, we use our main GI to produce only the bounced light, while the main light that comes from the sky is ray-traced, giving it much better shaping and details in shadows.
This means that the actual global illumination (indirect lighting) will be raster-based while the lighting from direct sources such as the sun, sky, and moon will leverage ray-tracing to save performance and have a more substantial impact on visual quality.
Adding complexity adds a ton to the performance impact, adding bouce lighting for example, above two even in Quake 2 RTX will destory performance. Ray tracing is capable of simulating a variety of optical effects, such as reflection and refraction, scattering, and dispersion phenomena (such as chromatic aberration). All hit performance hard and if you create a complex render using all of them then goodbye to real time rendering. You have to be careful about the performance impact.
What bounces? They already said the bouces are rasterized. The so called ray traced reflexions are also rasterized, only the cars and the people are RT reflected. It happens in every game but if you watch DF reviews with their BS about how you can see the nearby buildings reflected on windows, you'll think RT is the greatest thing on earth.Staying at the same number of bounces, while increasing scene geometry won't have such an impact though.