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Battlefield V enables RTX, showing off what you can do with real-time ray-tracing in games

QuizzicalQuizzical Member LegendaryPosts: 25,483
https://techreport.com/review/34267/examining-the-performance-of-nvidia-rtx-effects-in-battlefield-v

You can't ray-trace the whole scene, so they only use it to selectively apply better reflections to certain objects.  That's probably the most sensible way to use ray-tracing at this point in time.  And it does avoid the "half ultra, half medium" problem that could result from a lot of dumber ways to selectively use RTX.

What they're probably doing is a painter's algorithm type of thing, where it first rasterizes everything, figuring out which objects will ultimately be in front for every pixel.  It flags the ones that need reflections, while rendering the final pixel for everything else.  And then it can go back and ray-trace only the pixels where it knows it has to do something to determine reflected color.

In all, that's a pretty sensible way to selectively apply ray-tracing in a mostly rasterized game.  You could do worse, and I'm sure we'll see a lot of games that actually do do worse.

It also cuts your frame rates by about half.  For improved reflections of puddles.  Or at least in the ones that are close to you, but not the ones further away, as that would be too expensive.  And that's the "RTX low" setting; more aggressive use of it brings far larger cuts to frame rates.

Overall, it's better than I was expecting.  As negative as this post might sound, I am genuinely impressed with what they did.  If you've never looked closely at them, rasterized lighting effects are worse than you think, and ray-tracing really does fix it.  But I'm not impressed enough to plan on turning it on in games I play personally for another decade or so.
RidelynnVrikalaxiemmolouWaanjimmywolfOzmodan

Comments

  • H0urg1assH0urg1ass Member EpicPosts: 2,380
    Awesome!

    My WW2 era bionic arm will look amazing with this!
    JeffSpicoli
  • VrikaVrika Member LegendaryPosts: 7,973
    I think it'll be good enough tech once we get a couple more generations so that hardware becomes more reasonably priced and more games support it.

    But as it is those are still way too expensive puddles.
    GorwerojoArcueid
     
  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    I had expected that games would use ray-tracing more for improved shadows.  It does let you do some things the right way and avoid the problems with various sorts of ambient occlusion.  The problem with that is that it would be an enormous performance hit for something that barely matters.  In a fundamental sense, it only gives you a better version of purely graphical effects that games can already do, albeit badly.

    But using ray-tracing purely for reflections opens up far more interesting possibilities.  Among other things, that allows you to control the performance hit.  If an entire scene only has to compute reflections of ten thousand pixels, the performance hit could be modest.

    Still, for a scene to have only a single reflective object, and for that object to be small, doesn't necessarily mean it's only a minor effect.  For example, some games will have quest items that you're supposed to find in the world, and they glow or outline or put an icon on your minimap or whatever to mark them.

    What if instead, you have a quest to go find some orb, and the way that you figure out what the quest item is is that the orb is reflective?

    What if there are rooms with small mirrors on the walls, but one of the mirrors has a fake reflection, and that's how you tell which one has a secret panel behind it?

    Or what if a boss has some super attack that you can only protect one party member against, and telegraphs which party member he's going to target by having his armor reflect the image of that party member and no others?

    You categorically cannot do that with rasterization.  But you could do things like that with ray-tracing, and with a performance hit that isn't that large.  And rather than looking at your mini-map or at a wiki or whatever, that would force players to actually look at the game world.

    Ray-tracing to make a small handful of objects reflective opens up a lot of possibilities.  And it could be done with acceptable performance on Turing GPUs available today.  There will need to be some measures in place to ensure that your budget of 10000 reflective pixels doesn't allow players to zoom in on a reflective object and now need a million reflective pixels per frame.

    Furthermore, Nvidia is doing this the right way for the right reasons.  RTX isn't some proprietary API like CUDA or GPU PhysX or G-Sync whose primary reason to exist is to break compatibility.  It's implemented in DirectX and they're working on adding it to Vulkan, which means that AMD could readily support it without it necessarily becoming the competitive disadvantage of a GameWorks situation where the code is written for the express purpose of crippling performance on AMD.

    So of course a lot of games will probably only use ray-tracing to make selected a handful of shadows look better.  But the potential for this to be a cool feature sooner rather than later is there--far more so than I'd have thought two days ago.
    mmolouWaan
  • Asm0deusAsm0deus Member EpicPosts: 4,600
    Can't say I saw much of a difference tbh.  Might help if the videos showed both on and off side by side, frankly having to remember what each detail looks like so you can switch to the other video isn't a great way to compare this.

    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.





  • OzmodanOzmodan Member EpicPosts: 9,726
    A friend bought the 2070 card.  We were fooling around with Battlefield 5 with ray tracing.  If he turns ray tracing on, the game slows to a crawl at times.  Seems to me if you want to try ray tracing, get a higher end card.
  • Asm0deusAsm0deus Member EpicPosts: 4,600
    edited November 2018
    Ozmodan said:
    A friend bought the 2070 card.  We were fooling around with Battlefield 5 with ray tracing.  If he turns ray tracing on, the game slows to a crawl at times.  Seems to me if you want to try ray tracing, get a higher end card.

    That's the thing even the higher end cards are not strong enough, I would say even on a 2080ti it's not worth turning on as the cards are simply not strong enough for it to be worthwhile...ray tracing for the time being is a marketing gimmick.

    Maybe a the next few generations we will see it  being worth thinking about.

    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.





  • laxielaxie Member RarePosts: 1,122
    Do you think this will be supported natively in the game engines? When looking at the RTX presentation, what was going through my mind was pretty much a check-box type of thing that enables everything for you.

    But judging by the OP, it sounds like it's highly experimental and requires a lot of tweaking on the side of the developer.

    I was thinking about RTX from a developer's perspective. It could allow smaller studios save a lot of time on setting up reflection systems and artificial lighting. In theory, the engine could understand what your materials are and completely bypass the need for spending a lots of time on tweaking each small scene to get the lighting right. Is this sort of an implementation still years away?
  • alkarionlogalkarionlog Member EpicPosts: 3,584
    too bad the game is not even that good to make you go out and get the video card for this.

    plus serious what you choose on games? better fps or better graphics? I alwyas go for fps if I can get some nice graphics good, if not, hell in middle combat I will hardly notice how well the water will reflect things, or if grass is really green
    JeffSpicolijimmywolf
    FOR HONOR, FOR FREEDOM.... and for some money.
  • QuizzicalQuizzical Member LegendaryPosts: 25,483
    laxie said:
    Do you think this will be supported natively in the game engines? When looking at the RTX presentation, what was going through my mind was pretty much a check-box type of thing that enables everything for you.

    But judging by the OP, it sounds like it's highly experimental and requires a lot of tweaking on the side of the developer.

    I was thinking about RTX from a developer's perspective. It could allow smaller studios save a lot of time on setting up reflection systems and artificial lighting. In theory, the engine could understand what your materials are and completely bypass the need for spending a lots of time on tweaking each small scene to get the lighting right. Is this sort of an implementation still years away?
    As far as writing code to make it look good goes, ray-tracing is much, much easier to do than rasterization.  Rasterization requires all sorts of complicated fakery whose only justification is that it runs fast and looks decent.  Ray-tracing lets you just say, it works in this not very complicated way, and then you're done.

    The problem is that ray-tracing intrinsically runs slow and cannot be made to run fast.  In contrast, it's easy to make rasterization run fast.  That's why games use rasterization, even though everyone who has ever seriously looked at them unanimously agrees that ray-tracing looks better.  It's also why 3D rendered movies where rendering at a rate of a frame per hour is acceptable use ray-tracing and not rasterization.
    laxie
  • RidelynnRidelynn Member EpicPosts: 7,383
    I would say, the tell on raytracing success will be if most major game engines start to support some sort of drop-in option to enable RTX. Just having RTX available in DirectX isn't enough to ensure anything...

    Much like how physics engines and shadows and other nifty special effects got baked into most major game engines... that's how those techs went main stream.

    If raytracing support gets baked into Unreal/Unity/Crytek, it may see widespread hardware support. If it goes the way of TressFX, TXAA, TrueAudio, or some other semi-proprietary, then it will be one more marketing bulletpoint on the side of the 2000 series box only to be utterly forgotten by the time the 4000 series rolls around.

    I think it will go more along the path of Tesselation - a really neat idea, it gets some really limited usage in some really niche areas, and is largely forgotten about as the main attraction of the three ring circus after the first generation. How many graphics options checkboxes do you see for tesselation options now, as compared to 2010-2012? Sure, it's still around. I'm sure it still gets some use, it's certainly available in game engines - largely no one cares, because it made for some really neat demos (and one good song), and never really made much past that initial flash in the pan.

    For those keeping track, Tesselation was the big marketing bulletpoint for Fermi - the nVidia 400 series. It had some big splashes in games like Civ V and a few benchmarks, but by and large today has totally faded from the foreground.
  • WizardryWizardry Member LegendaryPosts: 19,332
    I still remember about 10 years ago,PHYS X ,all the hype,tons of videos showcasing what it can do.
    How many games utilize a noteworthy Physx,not many.

    This is is like VR,how many games that are  called VR games are really any better than w/o a VR headset?

    Everything is WHAT IF,COULD be,might be,almost never is and what is often not noticed at all.

    Gessh i go way way back to that first rendition of that war game that had destructive surfaces,oh yeah RED something,Red Faction?I thought in another 10 years we were really going to see some amazing stuff with destructive surfaces...not.Even the CHEAPEST type game designs don't have it or very little of it.
    Bottom line is the developers are still going to make cheap low end games,it is easier for them and less costly and takes less time.
    Spend away,get that 5k computer system,we low budget gamer's will be playing the same games on our 1500 dollar machines,we just won't be able to brag about our haredware and fancy cooling systems and lights.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • VrikaVrika Member LegendaryPosts: 7,973
    Quizzical said:
    laxie said:
    Do you think this will be supported natively in the game engines? When looking at the RTX presentation, what was going through my mind was pretty much a check-box type of thing that enables everything for you.

    But judging by the OP, it sounds like it's highly experimental and requires a lot of tweaking on the side of the developer.

    I was thinking about RTX from a developer's perspective. It could allow smaller studios save a lot of time on setting up reflection systems and artificial lighting. In theory, the engine could understand what your materials are and completely bypass the need for spending a lots of time on tweaking each small scene to get the lighting right. Is this sort of an implementation still years away?
    As far as writing code to make it look good goes, ray-tracing is much, much easier to do than rasterization.  Rasterization requires all sorts of complicated fakery whose only justification is that it runs fast and looks decent.  Ray-tracing lets you just say, it works in this not very complicated way, and then you're done.

    The problem is that ray-tracing intrinsically runs slow and cannot be made to run fast.  In contrast, it's easy to make rasterization run fast.  That's why games use rasterization, even though everyone who has ever seriously looked at them unanimously agrees that ray-tracing looks better.  It's also why 3D rendered movies where rendering at a rate of a frame per hour is acceptable use ray-tracing and not rasterization.
    Currently game devs must develop the game so that it works without any ray-tracing. Including ray-tracing so that small fraction of their playerbase can use it is extra work on top of it.
     
  • DrunkWolfDrunkWolf Member RarePosts: 1,701
    They need to put more effort into stopping the cheating, right now that game is hacked to death. who cares about ray-tracing when im being insta killed by some dude who is 400-2 in the round
    Ozmodan
  • CleffyCleffy Member RarePosts: 6,413
    Reflections make sense for raytracing. The impact shouldn't be that bad. Reflections of reflections will need an additional bounce. It beats cube maps.
  • JeffSpicoliJeffSpicoli Member EpicPosts: 2,849
    edited June 2019
    H0urg1ass said:
    Awesome!

    My WW2 era bionic arm will look amazing with this!
    I moved on from that nonsense a few years ago. If historically accurate war shooters are your thing check out what the Tripwire guys make, they are unmatched.

    Rising Storm 2 Vietnam and they are working on "83" a cold war era shooter. 


    [Deleted User]
    • Aloha Mr Hand ! 

  • Asm0deusAsm0deus Member EpicPosts: 4,600
    You guys have great necromancy skills!

    Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.





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