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Bir çeviri sorunu bildirin
No DLSS, no variable shaders (to my knowledge), no texture space GI. No optional hard shadows.
DLSS alone could almost double the FPS. GI is expensive, doing it via texture space rendering should do a lot, too. It also would include shadows. Variable shaders should have the least FPS gain, but I'm only guessing. An optional hard shadow option could press some more frames out for those who need it.
Not using any of those methods is a HUGE loss in FPS. Personally I can't wait for the Ray Tracing Gems 2 book that will come out at the GTC 2021 event next year. Ray Tracing Gems 1 is quite basic if you ask me.
Variable shaders? I think you've meant Variable Rate Shading. The wording is important, shaders may not be involved at all, just cast less amount of rays in certain areas.
Hard shadows, I doubt it will make things easier for raytracing at all, just due to the nature of ray tracing. There are better faster algorithms for that like stencil shadows used in Doom 3.
If you think you can do better than current state of Q2RTX, then please do. Sources are open.
Anyways, Ray Tracing Gems demonstrates hard shadow performance on page 176. It's always at least double compared to even low quality RT soft shadows. And in general much higher than that. RT Hard shadows can be faster than even Cascade Shadow Maps in outdoors, too. That's how fast it can be.
Like no other? You mean like you have no clue because you don't read Nvidia articles and whitepapers?
What's your point really even? For starters, your "like no other" in this game doesn't use probes or light maps. That's the difference here. It's fully ray traced with few shortcuts, hence being so demanding. Quake 1 looks amazing because it uses light maps. So, offline ray tracing. Quake 1 proves how many static objects there are in a scene that actually don't even need changing judged how well the static data remains consistent within a real time application. That's the goal of texture space based shading, to make use of this again. Seems it can even fix fully the light leak problem.
According to Nvidia, GI can be done on a texture space rendering basis. It's like doing static ray tracing into light maps. But it can be done in real time when needed, so per frame or slower, so not at all when there is no change. The entire shader renders as a texture really. That also means that if you had two cameras, they only would sample the results from the texture, and wouldn't have to run the whole shader again for each of them like normally they would by default.
The wording is only important when you are an idiot who doesn't understand the English language, and a simple point. I never said that it is its name. I didn't use upper case letters. Anybody with a brain knows what I'm talking about.
Quit trying to be smarter than me. Because you are trying too hard and not succeeding. -.-
Sure, I do spend time here instead of making my own engine... It sounds like your feelings got hurt that I said something bad about this game's engine.
Well, in that case, learn to read. I clearly outlined the goal of Nvidia's intentions which translates to that there is nothing really wrong with current state of this game:
And the point is that even an ancient game like Quake 2 can look fantastic just by using the ray tracing method and modern asset creation pipelines. Hence the lack of optimization. It's not needed to run this game and deliver that point. And before you open your mouth again, no, not even Nvidia can just write better code. One does not simply write better code. -.-
There's no point in arguing with angry offensive kid, so goodbye.
Says the one who continues to be aggressive and also is the one who started this in the first place. I'm not done with you yet. Let's see what you know really.
So, I'm sure that you know that Doom 3 stencil shadows are vertex based, right? Your suggestion of using stencil shadows instead of RT hard shadows may not be the answer. Because for starters, you don't know how fast RT hard shadows are when also done in texture space, too. Hint, Quake 1. Stencil shadows can't be done in real time in the texture space, because they are vertex based.
That means they can't use alpha maps so can't do real time transparency for foliage, etc. I don't even think that anybody every used pre-computed stencil shadows with transparency, either. There is a reason why this method never was used much in games but instead shadow maps took over. The issue with stencil shadows is with its vertex nature. It requires the generation of an object outlining. It needs to go through alll the vertices to generate a vertices based shadow cast pressing the vertex shader too hard. Especially with modern AAA titles that got a ton of vertices in their models.
Only a modern low poly indie game should do this, I think. Its vertex nature would again display other short comings like not being able to do self casting without exposing hard triangle edges in a character's face for instance if I recall. Quake 4 and Doom 3 just disabled self casting, making the scenes less realistic last time I played ages ago.
Also, stencil shadows go through the resterization pipeline which obviously must be handled in addition to the ray tracing pipeline already in place. Stencil shadows wouldn't be my first choice in a modern game engine. Especially since real time ray tracing is a thing. According to Nvidia, in 5 years RT will be mandatory for all AAA games. And before you open your mouth about "ngreedia" like an AMD-fantard who thinks RTX is a scam to enrich Nvidia. Do proper research first about how much Nvidia contributed to the industry.
But of course you knew all that. Except that it had to be me for the SECOND time to do actual tech talk, "kid". -.-
It's a waste of money.
I am sure one day it will be nice but not today.
That result is not applicable to Q2RTX. In the test you refer to, hard shadows were faster because only one ray needed to be cast per light, rather than several for soft shadows. Q2RTX however does not cast multiple rays per light (in fact, for direct light sampling it only samples one analytic light per pixel, leaving most lights receiving no samples at all for that pixel for that frame), but rather relies on the denoiser to clean up the noise that results from insufficient samples. Swapping to hard shadows would reduce the amount of noise in the raw path traced image, but would not noticeably improve performance.
As for variable rate shading, I'm sure it COULD be done, but to me at least it seems like it would be a nightmare to get it to integrate cleanly with the denoiser.
Maybe there is a miss understanding, I haven't used the term "brush" in ages so since the days of the Quake 3 Radiant level editor ages ago. 'brush' is as in 'entity', as in 'light entity', or 'light component' in modern engines like Unity/Unreal. But 'emissive light' would be light that comes from the emissive texture on a mesh, and not from an actual light entity. It's the mesh entity/component itself that acts as a light source already.
I'm sure emissive lights can be hard, too. But that's pointless. If you have one light source, so one light entity with one vector for its position, than you can check for the line of sight with just one ray. But you can't do just one ray with emissive lights because texture don't only have just one pixel in them. Every pixel is its own 'light' really. Well, I figure you could skip many of them, but there still will be many more than one.
Well, at least I think that's how it works. I'm still not even done yet getting DirectX to work with the Rust language. Also I said that stencil shadows are on the rasterizing pipe line which is not true. A primary ray obviously can pick up triangles and they are made of them. Still, stencil shadows suck. They only work in old games like Doom3. :D