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originally posted by: AtomicKangaroo
My GTX970 is still handling most modern games at maxed out settings so I'm in no rush to upgrade.
Still this technology is interesting and I am keen to see how it pans out.
And yes often the core features of hardware like GPU's doesn't change a huge deal between generations, it's usually a case of "hey we jammed more of the same onto the board for more FPS"
But yeah, no jumping on the bandwagon for me.
Quite often we see a lot of new advancements in computer hardware like this that are never utilized for the every day consumer.
Kind of like DirectX. Here we are with DirectX12 yet many game developers are still only now just adding DirectX11 support to their products, with many using DX9 still and DX10 being pretty much completely skipped over altogether.
It's the same with other API's and hardware from other companies.
DirectX12 and it's kind were meant to super charge your gaming experience.
(Out of my entire 400+ games Steam Library only one title I own supports DX12, and only 2 support Vulkan.)
Every new GPU that comes out touts a whole bunch of new things. I remember when it was CUDA enabled Hardware Acceleration for video editing renders so you could compile your videos faster than traditional CPU rendering.
At first it was supported in a lot of apps. Now even nVidia seems uninterested in it.
And I can count on one hand how many times I've used 3D Vision..
Ray Tracing when it launches is going to be an extremely niche thing for some time and as always being the first on board you'll also pay a premium for the honor.
It will be a few years before we see games take advantage of it, let alone even use it.
Be about 3-4 years I think before we see if it pans out.
So here's hoping the new line of cards are a step up over the 10xx series in more traditional areas, and not just 'more of the same, but now with RT'
originally posted by: ChaoticOrder
For example many games use ray-tracing to determine what object on the screen you're trying to click on, by shooting a ray "from your mouse" into the scene in the direction the camera is facing. Ray-tracing is also commonly used for things like computing the path of a projectile such as a bullet and other types of intersection/collision processes. More generally, the RT Core will be useful for solving a large range of problems that involve heavy use of linear algebra because rays are really just vectors.
originally posted by: Tempter
Ugh, it "approximates" ray tracing in RT using and algorithm (they call it an AI, lol).
Sorry, not true ray tracing.
I'm sorry, but if you were a big fan of this kind of tech you'd know that spending THIS much hardware cycles on shadows doesn't help anything at all.
originally posted by: ChaoticOrder
The number one thing that causes visual issues in video games is shadows, from flickering to misalignment's and most other artifacts.
originally posted by: joeraynor
The real elephant in the room is VR. In order to be convincing, VR needs to run at a very fast refresh rate (120 fps), and needs a pretty hefty resolution, something like 3840x2160 per eye. Those requirements, combined with the rest of what it takes to render a scene as modern developers prefer with lighting and post processing, mean that convincing VR needs a considerable amount of power in the GPU.
A single ray is pretty trivial to calculate and probably isn't worth sending to the GPU.
originally posted by: ChaoticOrder
a reply to: Aazadan
A single ray is pretty trivial to calculate and probably isn't worth sending to the GPU.
I was just giving examples of other problems involving ray tracing, however for a shooter game where a high number of projectiles are often in the scene simultaneously it may make sense to do it that way, but probably not if you want to model gravity and bullet drop.
originally posted by: Aazadan
There's an easy way to include shadows that doesn't add any graphics processing overhead. When you calculate the pixels for your camera, if the light hits an object, you calculate further objects hit along that vector as unlit..