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And yet Nvidia presented it as one of the roads forth recently, with AI added on top (of course) to fill in the blanks - Splats give a lot of details, then we get polygon based characters for example and AI adding missing data. As he shown in the video, changing lighting depending on the angle is trivial, even though that data is static. Then developer of the software in comments said there are ways to import it into game engine in usable way bit is a pain in the bum at the moment, as this is all early days of this tech. Also, static environment only at far (no destruction) but that's no different from modern games anyways, sadly.
PT is horribly slow and inefficient, that's why they slap AI on top to fix very low quality of the resulting image (noise, ghosting, high latency, low resolution etc.). Don't lie to yourself it's fast, what you see is simple version of it with a lot of stuff bolted on top to make it usable at all, and it's still it's not even close to what CGI in films represents.
That's correct, but as I said it's very early days of this tech and that's where AI based GI comes in, instead of PT, with potentially much better results. Also all of that is being run currently on the good old raster units, which some people claim should go away and be replaced by pure RT stuff. But those have so much more to give still, they're not really going anywhere and RT/PT is mainly limited by memory throughout currently (as Sony and AMD explained, not even fastest L1 cache is far enough for it currently). New tech of memory is needed to get actually fast performance out of PT with better quality and the makes it currently a dead end with progress - it's as good as it can be quiet current vRAM speeds, it seems.There's one thing to change the angle of lighting based already on the light that was in the scene that you've "scanned" (like prebacked lighting and moving around such a scene in a game) and another thing to relight the whole scene in real time - like PT does. For this last part he's going into Octane (17:42). You'll also see there artifacts from the fog as he moves the light in that scene and plenty of artifacts in general or at the very least, the feeling of gen AI image.
That's why we can have hybrid with static environment as Gaussian and whatever needs to move as polygons. One doesn't fully replace the other, they are complementary.AS for static environments... well, vegetation does move around, boxes, chairs, etc. Is not Red Faction level, but you do have some sort of physics involved.
And huge amount of issues that can't be resolved very well unless we go fully AI. But then why even bother with PT, when we already seen live presentation of GI done fully by AI models way faster, with no noise issues and running on any vendor (as it uses standard compute units and not even tensor cores)? It just looks like a dead end curiosity and not the final solution imo. But also more work by Devs and ue didn't implement it so big studios would resist - they would have to hire better people and pay them more.Path tracing is obviously not at the same level as in movies yet, but is fast enough to run it in real time and have an advantage over rasterization.

Reflections by RT are relatively easy to do and do not put that much strain on modern GPUs. PT is used for GI mostly and that's horribly slow. Replace PT with AI GI, use RT just for reflections and suddenly much better performance and runs on mid cards without the need for much denoising (just reflections) etc.It looks I think RT for reflections
That's absolutely not true, shadows in raster are very good quality and very fast these days. You can barely see any difference in shadows alone when in cp2077 raster ones worked way faster last time I played with it in 4090 and looked near identical. And since then even better shadowing raster methods were shown. In addition, a lot of light sources in PT games do not cast shadows at all - it's all very simplified for performance reasons.not to mentions that if you give the ability to cast shadows to every light in raster... is dead (plus no large area lights, just point lights).
Where is that AI based GI with better results? I hope is not something akin to DLSS 5 which is stuck with screen space as that will be a step back.That's correct, but as I said it's very early days of this tech and that's where AI based GI comes in, instead of PT, with potentially much better results. Also all of that is being run currently on the good old raster units, which some people claim should go away and be replaced by pure RT stuff. But those have so much more to give still, they're not really going anywhere and RT/PT is mainly limited by memory throughout currently (as Sony and AMD explained, not even fastest L1 cache is far enough for it currently). New tech of memory is needed to get actually fast performance out of PT with better quality and the makes it currently a dead end with progress - it's as good as it can be quiet current vRAM speeds, it seems.
That's why we can have hybrid with static environment as Gaussian and whatever needs to move as polygons. One doesn't fully replace the other, they are complementary.

And huge amount of issues that can't be resolved very well unless we go fully AI. But then why even bother with PT, when we already seen live presentation of GI done fully by AI models way faster, with no noise issues and running on any vendor (as it uses standard compute units and not even tensor cores)? It just looks like a dead end curiosity and not the final solution imo. But also more work by Devs and ue didn't implement it so big studios would resist - they would have to hire better people and pay them more.![]()
Reflections by RT are relatively easy to do and do not put that much strain on modern GPUs. PT is used for GI mostly and that's horribly slow. Replace PT with AI GI, use RT just for reflections and suddenly much better performance and runs on mid cards without the need for much denoising (just reflections) etc.
That's absolutely not true, shadows in raster are very good quality and very fast these days. You can barely see any difference in shadows alone when in cp2077 raster ones worked way faster last time I played with it in 4090 and looked near identical. And since then even better shadowing raster methods were shown. In addition, a lot of light sources in PT games do not cast shadows at all - it's all very simplified for performance reasons.
And just btw, full PT is so slow that even Hollywood uses a lot of shortcut and hybrid rendering to make it work fast enough for sensible production - I've linked months ago video about it, showing how caustics are faked by Hollywood, and many other effects just to make things faster. Hybrid rendering is the way to go even on huge render farms and you think single GPUs can do it in pure mode? Nah.
We are fully aware that a profound technological revolution is unfolding around us. However, to this day, every single piece of content in our game has been crafted by the hands of real artists. We will not use AI visual tech that could alter our artists' original creative intent
S-Game's hints DLSS5 won't be implemented in Phantom Blade Zero despite appearing on Nv's list of DLSS5 partners.