@ronvalencia said:
@pc_rocks said:
@ronvalencia said:
@Addict187: It's the first generation RTX design.
https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall
PS4's Killzone Shadow Fall has real-time ray-traced reflections via AMD GCN/HSA near metal.
It's called LRL which Nvidia also talked about in their keynote as well as BFV devs. Secondly no, KZ:SF wasn't the first to do it, Crysis 2 did it in 2011 and LRL are not really ray traced in the traditional sense.
https://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-shadow-fall
"What we do on-screen for every pixel we run a proper ray-tracing - or ray-marching - step. We find a reflection vector, we look at the surface.
My argument wasn't about being the first.
False. They did exactly what Crytek did with Crysis 2. Like I said it's Realtime Local Reflectons, they did nothing new. It's another pathetic attempt by GG/Sony devs to give an impression they are doing something new. The other article about it later corrected that as well and gave Crysis 2 the credit it deserved. And I stand corrected, it's not ray-tracing in the traditional sense because it only reflects what's on the screen, it doesn't reflect anything not currently in the scene. Nvidia, BF V pointed out the same thing. Hell DF in their early RTX demo video said the same thing.
Realtime Local Reflections
Real-time, accurate reflections are one of the most demanding effects in modern-day game engines. In past versions of Crytek’s CryEngine, the options have been limited to planar reflections, as used for water, and cube maps, an extremely old technique that is only capable of producing low-resolution, poorly defined reflections that can’t be recursively reflected.
For the DirectX 11 Ultra Upgrade Crytek has implemented Realtime Local Reflections, which approximate ray-traced High Dynamic Range reflections, the technique used by Pixar and co. to ensure absolute accuracy when rendering their animated movie scenes. The approximated Realtime Local Reflections are able to self-reflect and reflect images from other surfaces also, and are of course fast enough to be rendered in real-time on modern-day technology (ray-traced reflections render at only a few frames per second on the most powerful of systems).
This upgrade is best demonstrated by the first example below, in which the soldier and his surroundings are reflected in the panel propped up against the wall, and the glossy floor. In the second example the entire scene is reflected to a high degree of accuracy.
Source
Log in to comment