^This. Big time.
Neither can I. I think I may have jumped to an early conclusion. I'm leaning more towards "asking" now rather than "telling".
Yes. Like he said they're both way too slow. Not to mention pointless and stupid for an application like this.
As far as I know ambient occlusion post-processing shaders need access to the depth buffer. Which dolphin doesn't support. I could be wrong but I've never seen it done without it. While performance would be acceptable it would likely have a pretty hefty hit.
The nvidia implementation that he's referring to is a driver implementation that works with certain graphics engines and has to be configured differently by the driver software developers for each engine that it supports. As a result it generally only supports the more popular engines, and even then not always particularly well. I highly doubt it will ever be usable with dolphin due to all the weird stuff dolphins graphics backends do. The GPU listed in his profile specs does support this feature so I don't know why he says that it doesn't. In fact much older cards support it too.
Ambient occlusion is often either not considered a form of global illumination or is at best considered a very crude form of it.
As far as ray tracing goes I don't see that becoming common anytime soon (including in 10 years). Maybe I'll end up eating these words in 10 years, we'll just have to wait and see. It's pretty common to see stories on blogs and tech news sites about how real time ray tracing in video games is just around the corner. But I've been seeing them ever since I first got internet access a decade ago. And despite the fact that it's been possible for quite some time we haven't seen any AAA games make use of it. Why? Because the framerates and level of detail achievable with ray tracing tend to be MUCH lower than what is achievable with rasterization. Rasterization is just a much more efficient way of rendering graphics. Think of it as a set of optimizations that save a massive amount of computational resources for a minimal drop in maximum potential shading accuracy. Ray tracing can in theory allow for greater shading accuracy but so many trade offs have to be made to get the rendering times down to acceptable levels for real time use that it actually ends up being less accurate in most cases. Sure as GPUs get faster we won't need to make as many of these trade offs and ray tracing quality will improve, but so will rasterization. Which means no matter how fast GPUs get standard rasterization will stay ahead and allow for much greater detail to be achieved within a limited rendering timeframe. Ray tracing on the other hand will always be the method of choice for render farms where we have no problem waiting minutes or hours to render each frame.
Game devs and graphics programmers are divided over whether ray tracing will become a popular option with video games in the near future. But most of ones I've been following (which granted tend to be the more outspoken ones who bother to maintain blogs and such) tend to lean towards no for the reasons stated above.
ThorhiantheUltimate Wrote:Uhmm, I cant even tell if hes asking FOR golbal Illumination, or if he's Volunteering to to it NV.
Neither can I. I think I may have jumped to an early conclusion. I'm leaning more towards "asking" now rather than "telling".
ThorhiantheUltimate Wrote:Ray Tracing and Photon Mapping I believe would be out of the question though right? I don't know to much about photon mapping, but Ray tracing is used in professional rendering applications isnt it, and is too intensive to pull off EFFECTIVELY in real time?
Yes. Like he said they're both way too slow. Not to mention pointless and stupid for an application like this.
As far as I know ambient occlusion post-processing shaders need access to the depth buffer. Which dolphin doesn't support. I could be wrong but I've never seen it done without it. While performance would be acceptable it would likely have a pretty hefty hit.
The nvidia implementation that he's referring to is a driver implementation that works with certain graphics engines and has to be configured differently by the driver software developers for each engine that it supports. As a result it generally only supports the more popular engines, and even then not always particularly well. I highly doubt it will ever be usable with dolphin due to all the weird stuff dolphins graphics backends do. The GPU listed in his profile specs does support this feature so I don't know why he says that it doesn't. In fact much older cards support it too.
Ambient occlusion is often either not considered a form of global illumination or is at best considered a very crude form of it.
As far as ray tracing goes I don't see that becoming common anytime soon (including in 10 years). Maybe I'll end up eating these words in 10 years, we'll just have to wait and see. It's pretty common to see stories on blogs and tech news sites about how real time ray tracing in video games is just around the corner. But I've been seeing them ever since I first got internet access a decade ago. And despite the fact that it's been possible for quite some time we haven't seen any AAA games make use of it. Why? Because the framerates and level of detail achievable with ray tracing tend to be MUCH lower than what is achievable with rasterization. Rasterization is just a much more efficient way of rendering graphics. Think of it as a set of optimizations that save a massive amount of computational resources for a minimal drop in maximum potential shading accuracy. Ray tracing can in theory allow for greater shading accuracy but so many trade offs have to be made to get the rendering times down to acceptable levels for real time use that it actually ends up being less accurate in most cases. Sure as GPUs get faster we won't need to make as many of these trade offs and ray tracing quality will improve, but so will rasterization. Which means no matter how fast GPUs get standard rasterization will stay ahead and allow for much greater detail to be achieved within a limited rendering timeframe. Ray tracing on the other hand will always be the method of choice for render farms where we have no problem waiting minutes or hours to render each frame.
A bit ranty. I should really stop writing and just go to bed. But I'm in way too deep at this point.: (Show Spoiler)
Game devs and graphics programmers are divided over whether ray tracing will become a popular option with video games in the near future. But most of ones I've been following (which granted tend to be the more outspoken ones who bother to maintain blogs and such) tend to lean towards no for the reasons stated above.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson
"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony
-Ron Swanson
"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony
