Ray Traced Reflections Fake?

Post » Mon Dec 12, 2011 8:14 am

Yeah, that's not localized ray tracing...
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Brad Johnson
 
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Post » Mon Dec 12, 2011 11:47 am

how is this fake?
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Syaza Ramali
 
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Post » Mon Dec 12, 2011 6:07 am

Look closely at the reflection, its just a mirrored image of your viewport, thats why you can see your gun and sights through in the reflection. If it were really a reflection or ray traced that would not be happening. You would only see the wall next to it.
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Carlos Vazquez
 
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Post » Mon Dec 12, 2011 7:59 am

pardon me if i don't really understand computer physics... but in real life, isn't a reflection in essence, a mirror-image of the object?
so wouldn't it make sense to see a mirror-image/reflection of your gun and the small ledge on the blue wall beside it?
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Jay Baby
 
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Post » Mon Dec 12, 2011 5:46 am

Ray tracing is a very intensive technique. It's unrealistic to expect it in games until GPU power is exponentially greater than it is now.
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Dona BlackHeart
 
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Post » Mon Dec 12, 2011 5:37 am

That's what say CRYTEK on gefeorce.com about "reflection": ..."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)."
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Lucky Girl
 
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Post » Mon Dec 12, 2011 10:29 am

That's what say CRYTEK on gefeorce.com about "reflection": ..."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)."

From what I've read even the DX9 mode has Realtime Local Reflections and Contact Shadows when running on Ultra settings, I'll try to find the source and post it here.

Edit: Found the source here http://www.computerandvideogames.com/309308/news/crysis-2-dx9-vs-dx11-comparison-screens-video/?cid=OTC-RSS&attr=CVG-News-RSS
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luis ortiz
 
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Post » Mon Dec 12, 2011 6:11 pm

From what I've read even the DX9 mode has Realtime Local Reflections and Contact Shadows when running on Ultra settings.

And from what I've seen, they won't get enabled before you turn the DX11 patch on.
Heh.

And did you know that the editor supports the "DX11 exclusive" features..


..Even when running in DX9? (The DOF certainly is there!)

But seriously, do you guys really expect RAY-TRACED reflections - in REAL-TIME?
If so, then you're hugely overestimating the computing power of modern machines.
(As the guy two posts below mentioned.)

Though yes, the fact that the gun is 100% identically sized on the reflection is not good.
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courtnay
 
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Post » Mon Dec 12, 2011 6:45 pm

It's a crossplatform engine just like UE3 is, so yes there are lots of scaled down effects. DX11 is just a tool to get the same job done better or quicker.
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Rachel Tyson
 
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Post » Mon Dec 12, 2011 5:36 am

There is NO real real-time ray tracing based reflection or radiocity
now all we have is appreximate result of tracing several rays or not at all.

As you said, it's fake.

Nvidia comes out with some kind of cuda accelerated real time raytracing tech, mostly for Industry, grain image at first, but fully rendered image still takes more than 20s, vray the render also applied this tech you will see the efficiency.
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Sarah Kim
 
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Post » Mon Dec 12, 2011 6:17 am

From what I've read even the DX9 mode has Realtime Local Reflections and Contact Shadows when running on Ultra settings.

And from what I've seen, they won't get enabled before you turn the DX11 patch on.
Heh.

And did you know that the editor supports the "DX11 exclusive" features..


..Even when running in DX9? (The DOF certainly is there!)

But seriously, do you guys really expect RAY-TRACED reflections - in REAL-TIME?
If so, then you're hugely overestimating the computing power of modern machines.
(As the guy two posts below mentioned.)

Though yes, the fact that the gun is 100% identically sized on the reflection is not good.

Then why are Ultra settings selectable without the DX11 patch being installed?
It's because all the DX11 patch adds is support for Bokeh DOF and Occlusion Mapping (Sure, it might IMPROVE the Realtime Local Reflections and Contact Shadows as well).

I'm not sure if you're being serious about the editor, but yes I do know that but only with the DX11 patch installed, otherwise it's just DX9 only.

You're right about Ray-Traced reflections. Even a render farm would take weeks, possibly months to render a scene using Ray-Traced reflections and yet some people think that gaming machines are capable of it in REAL TIME.
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steve brewin
 
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Post » Mon Dec 12, 2011 1:58 pm

Ray tracing is the holy grail of real time 3D graphics. That said we are probably 15-20 years away (unless some serious advancements are made) before the hardware reaches levels of performance needed for it. As it stands it can take up to several hours for a high end CPU to render out a single photorealistic frame.
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Elizabeth Falvey
 
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