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Can it ryn Crytek ? - NEON NOIR: Real-Time Ray Traced Reflections - Achieved With CRYENGINE

Perkel

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Mar 28, 2014
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Crytek jumping into 2019 with relevance as if it still exists !
Looks like we are getting raytracing games soon and you won't need to pay nvidia extra money for "RTX" version of their gpus.



Technology Reveal: Real-Time Ray Traced Reflections achieved with CRYENGINE. All scenes are rendered in real-time in-editor on an AMD Vega 56 GPU. Reflections are achieved with the new experimental ray tracing feature in CRYENGINE 5 - no SSR. Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.
 

Gerrard

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Reflections are literally the least important feature that raytracing offers, why are people so hung up on them?
Can't wait for the "next gen" graphics where everything is made out of shiny plastic so you can have some reflections in every scene. This will be the new chromatic aberration.
 

Perkel

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Reflections are literally the least important feature that raytracing offers, why are people so hung up on them?
Can't wait for the "next gen" graphics where everything is made out of shiny plastic so you can have some reflections in every scene. This will be the new chromatic aberration.

Because everything else can be easily faked now.
Reflections are impossible to fake in current technology without using ray tracing.

Looks like Crytek found actually sollution for it to be really fast unlike Nvidia sollution which first requires separate hardware to run those rays and then another separate hardware to run denoiser on those.
Here you have 60fps 1080p video running on vega56.
BF5 which hardly has any great amount of reflections runs at 60fps on 2080Ti which is 1000$+ gpu


Also mind you that they call it "ray tracing" so it is not exactly faking and probably you could use it for other stuff than just reflections like GI.

Imho it is probably somekind of mish mash between raytracing and voxels with per object switch. I think one of bullet casings there doesn't seem to have its own reflection which is weird but it being per object would explain a lot.
 

Gerrard

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Nov 5, 2007
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Reflections are impossible to fake in current technology
You can't be fucking serious. Environmental mapping has been a thing for decades.

Meanwhile, shadows in most modern games are worse than what deferred shading offered in <2010. And even when you actually have a game with dynamic lights that cast shadows they are limited to one shadow casting light per object. WHAT YEAR IS THIS
 

Dexter

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Mar 31, 2011
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Reflections are literally the least important feature that raytracing offers, why are people so hung up on them?
Can't wait for the "next gen" graphics where everything is made out of shiny plastic so you can have some reflections in every scene. This will be the new chromatic aberration.
Lighting and reflections are the two most important features between having Special FX look like in bad 90s Sci-Fi shows or those you can't distinguish from reality of recent movies. Both of these things and their impact on the overall visuals and feel of a game or movie are hugely undervalued.

https://rpgcodex.net/forums/index.php?threads/graphics-that-are-too-good.122004/#post-5630239
 

Dexter

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I see I've got a few skeptics, but it's rather simple to prove. Even a very simplistic demo scene with light shining through a window and a block or two as decoration or a few simple objects looks a lot more realistic and less plastic and virtual with more depth to them with better lighting models and/or realistic reflections, you don't even need any huge graphical effects or complex environments to immediately see the difference:
Radiosity_Comparison.jpg


ray-tracing-intel-teacup-471x355.jpg

cornell_16samples_small.png
cornell_largelight_16_shadow_samples_small.png

siliconarts_ray_tracing_vs_rasterization_01.jpg


I wouldn't worry too much about it though, because a lot of the Lighting stuff is already integrated into most contemporary Engines for nearing a decade when it started to become more important: https://www.youtube.com/user/Geomerics/videos and RayTracing will be Standard 10 years from now.
 

Perkel

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You can't be fucking serious. Environmental mapping has been a thing for decades.

Meanwhile, shadows in most modern games are worse than what deferred shading offered in <2010. And even when you actually have a game with dynamic lights that cast shadows they are limited to one shadow casting light per object. WHAT YEAR IS THIS

Mate learn maybe first what cubemap is. It is literally photo a standstill that doesn't change which you then "reflect" onto objects via shader which works as a reflection. Can't reflect in that any dynamic objects because photo at the time didn't have that..

Only way to do that right now is to basically render game from different perspective for every reflective surface which is something what Sims 4 does, Racing games for mirrors do etc and you can see clearly how they cut corners not rendering everything etc. because it would be very very very expensive to render everything x amount of mirrors.
 

Gerrard

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Mate learn maybe first what cubemap is. It is literally photo a standstill that doesn't change which you then "reflect" onto objects via shader which works as a reflection. Can't reflect in that any dynamic objects because photo at the time didn't have that..
How do you think reflections on cars would work? Would you go around the whole game world and make static cube maps every couple of meters and then swap them constantly while playing? What about if you have day/night cycle? Dynamic reflection mapping has been a thing for years.
 

Perkel

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Maybe aside from learning about cubemaps which seems like you are doing learn to read other part of quote that explains those phenomenons you speak of.

You start argument from position that reflections as those in this demo are existing in modern gaming.
This is clearly false and there is no way around it. What exist is some shitty baked reflections that sometimes have very very very crude additional reflections of some of the objects in scene, most of the time they don't self reflect and most of the time they don't reflect anything at all, they are just static textures that change angle in response to camera view creating illusion of reflection.
 

Wilian

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Jan 14, 2011
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Divinity: Original Sin
Its a bit of a silly thing to say that you can now use ray tracing without NVidia cards. Ray tracing has always been possible with modern cards but in most executions you would end up enjoying the buttery smooth 1 frame per hour performance when all those calculations are done by the main GPU core.
 

Gerrard

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Maybe aside from learning about cubemaps which seems like you are doing learn to read other part of quote that explains those phenomenons you speak of.

You start argument from position that reflections as those in this demo are existing in modern gaming.
This is clearly false and there is no way around it. What exist is some shitty baked reflections that sometimes have very very very crude additional reflections of some of the objects in scene, most of the time they don't self reflect and most of the time they don't reflect anything at all, they are just static textures that change angle in response to camera view creating illusion of reflection.
Your brain is a static, baked texture.
 

J1M

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Joined
May 14, 2008
Messages
14,626
Crytek jumping into 2019 with relevance as if it still exists !
Looks like we are getting raytracing games soon and you won't need to pay nvidia extra money for "RTX" version of their gpus.



Technology Reveal: Real-Time Ray Traced Reflections achieved with CRYENGINE. All scenes are rendered in real-time in-editor on an AMD Vega 56 GPU. Reflections are achieved with the new experimental ray tracing feature in CRYENGINE 5 - no SSR. Neon Noir was developed on a bespoke version of CRYENGINE 5.5., and the experimental ray tracing feature based on CRYENGINE’s Total Illumination used to create the demo is both API and hardware agnostic, enabling ray tracing to run on most mainstream, contemporary AMD and NVIDIA GPUs. However, the future integration of this new CRYENGINE technology will be optimized to benefit from performance enhancements delivered by the latest generation of graphics cards and supported APIs like Vulkan and DX12.

Looks more like real-time bloom technology.
 

SlamDunk

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Perkel

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Mar 28, 2014
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15,858
Summary:

- it is using neat tricks to emulate raytracing.
- it uses SVOGI as a base but it is tuned to give sharp reflections
- it is only for mostly clear reflections
- still runs like crap in very very non dynamic scene.
- objects reflected have internal res of 1/4 of screen res and they can be lower LOD.

- it doesn't work with shadows
- it doesn't bend light to emulate models like glass etc bending light.

Overall it is great demo. It is really close emulation of reflections without using raytracing hardware.
It achieves 90% of wow factor of real raytracing and yet it doesn't need expensive extra hardware to run it.
 

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