
bit_user People have been using ray tracing for hit-detection for ages. This isn't much different. It's so low resolution that it's really not comparable to any form of modern ray tracing. Furthermore, it's happening in a very small demo environment with very simple geometry, and yet you can see a serious lag, as it gradually updates all of the vertices. Definitely doesn't seem like it would scale up well to an entire game. Reply
Lamarr the Strelok Jabberwocky79 said: But can it run Crysis? (sorry, someone had to say it). Never apologize for quoting elegant prose of old. Reply
Drunk Ukrainian Lamarr the Strelok said: Never apologize for quoting elegant prose of old. I was there, Gandalf, 3000 years ago. Reply
Lamarr the Strelok bit_user said: People have been using ray tracing for hit-detection for ages. This isn't much different. It's so low resolution that it's really not comparable to any form of modern ray tracing. Furthermore, it's happening in a very small demo environment with very simple geometry, and yet you can see a serious lag, as it gradually updates all of the vertices. Definitely doesn't seem like it would scale up well to an entire game. Just to remind people Nvidia didn't invent ray tracing. They put a lotta money into it and dumb amounts of marketing for it but that's about it for me,thankfully. RT is the equivalent of paying $200 extra for a gpu card for anti aliasing or any number of the other settings we already have on gpu's. Reply
bit_user Lamarr the Strelok said: Just to remind people Nvidia didn't invent ray tracing. I first dabbled with POV-Ray back in the early 1990's, on a 386 (plus Cyrix FasMath math coprocessor). Reply
bit_user call101010 said: H-ftFdH7heU It's misleading to post that clip with no explanation. That is not an example of realtime ray tracing. It was a clip rendered non-realtime using Lightwave 3D. It is simply the lead-in to the same creator's Lightwave 3D tutorial, which explains how to model & render such content. -xcREWLPhsM View: https://www.youtube.com/watch?v=-xcREWLPhsM I realize the clip could've explained itself a bit better, but you also might've exercised a bit of skepticism, if you thought any Amiga could actually render stuff like that in realtime. Reply
JamesJones44 I'm curious what output resolution was used. The Saturn had a range of output resolutions that could be used for NTSC and PAL Reply
bit_user JamesJones44 said: I'm curious what output resolution was used. The Saturn had a range of output resolutions that could be used for NTSC and PAL Well, just eyeballing it, I'd guess something like 320×240: p8rQ47YRbFs View: https://www.youtube.com/watch?v=p8rQ47YRbFs However, the ray tracing isn't happening in screen space. Apparently, not even in texture space, either. According to the description, the demo is computing the lighting coefficient for 1/4th of the vertices, in each frame. So, ray intersection tests are only being performed between these vertices and the light source(s). Then gouraud shading is being used to interpolate the lighting coefficients between vertices. Remember, this was back in the days of fixed-function rendering pipelines. It might not even have been possible to dynamically compute a shadow map. But you could do per-vertex lighting. Reply
Key considerations
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Reference reading
- https://www.tomshardware.com/video-games/console-gaming/SPONSORED_LINK_URL
- https://www.tomshardware.com/video-games/console-gaming/homebrew-developer-runs-real-time-ray-tracing-test-on-1994-sega-saturn-ancient-hardwares-untapped-power-revealed-more-refinements-to-come#main
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