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World of Tanks' enCore RayTracing Demo is now available

Soldato
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World of Tanks' enCore RayTracing Demo is now available
In a future update, World of Tanks will gain support for what Wargaming calls enCore RT (Ray Tracing), offering gamers high-fidelity tank shadows without the need for specialised hardware like Nvidia RTX.

Today, Wargaming has released their WOT enCore RT demo, a benchmarking tool which will allow gamers to test the performance impact of the company's raytracing implementation while also looking at its graphical impact. In this demo, raytracing is disabled by default, though additional options of Off, High, Maximum and Ultra will be available.

Wargaming's implementation of real-time raytracing utilises a combined CPU and GPU approach, using Intel's Embree library to create Bound Volume Hierarchy's (BVH) to allow the user's graphics card to conduct raytracing calculations with a relatively low performance impact using compute shaders. This is much faster than completing both tasks using a graphics card. This solution also enables ray tracing in World of Tanks through DirectX 11 without specialised graphics technology or new APIs. All you need is a relatively new processor and a DirectX 11 compatible graphics card.

The demo can run on all DirectX 11 compatible graphics cards. There is no need for Nvidia RTX series graphics cards to enjoy raytracing in this game.

https://wotencore.net/en-eu/

RT Benchmark for everyone to try.


3700X/2070

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@Kaapstad
 
Soldato
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That video is pretty funny.

LOOK AT THE DIFFERENCE RAY TRACING MAKES! *Queue incredibly zoomed in footage that shows slightly more accurate shadows*

Like almost all of the RT examples.

Freeze image and get the magnifying glass out. Totally worth it for a 50fps drop...
 
Soldato
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RT based lighting and shading can allow more realistic dynamics lighting within a scene. Slthough so can using more advanced forward rendering techniques instead of deferred shading.
 
Soldato
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But it's more down to how the game, engine and maps have been developed. Just slapping RT on top (like they did in BF) doesn't suddenly make it look much better. Reflections are often skimmed over because they are harder to do.
 
Soldato
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Untitled.jpg

With stock clocks on GPU and CPU (6700k).

Was easily smooth enough to play on. Litteraly couldn't tell the different though and with it off the score is just under 30k...
 
Man of Honour
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RT based lighting and shading can allow more realistic dynamics lighting within a scene. Slthough so can using more advanced forward rendering techniques instead of deferred shading.

Specular effects/more subtle reflection and indirect lighting show off ray tracing much better - but just being able to use ray tracing feasibly for shadowing at all is in itself a milestone.
 
Soldato
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They should have just ray-traced the lighting, but it's still not going to make much visual difference on a full bright environment like that.

Reflections, also pointless because tanks and sand are not shiny.
 
Man of Honour
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Reflections, also pointless because tanks and sand are not shiny.

Thing is though most surfaces have a level of reflectivity - games generally model this poorly with a lot of surfaces lacking any specular effects - done properly ray tracing can do specular lighting, etc. much more naturally across the scene and it looks a lot better and in built up areas, etc. indirect illumination from things like explosions can add to the immersion.
 
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