raytracing in ut series ?¿
Posted: Fri Jan 18, 2019 8:36 pm
reading this news about raytracing from a spanish site (inside are two vids with quake 2 demo with raytracing)? I wonder how could we enable this feature in ut? I have a quadro p4000, should I download anything driver related to update my rig?
https://elchapuzasinformatico.com/2019/ ... o-en-1997/
Translation on the fly (very fast):
"If you have a GeForce RTX, but you do not have anything to take advantage of, do not worry, since a group of modders have implemented RayTracing technology in the classic Quake 2 released in 1997.
This group of moderators have created the Q2VKPT (see url here:http://brechpunkt.de/q2vkpt/), described as the first playable game that really includes ray tracing technology that efficiently simulates fully dynamic lighting in real time. While some games have begun to explore improvements in the representation of shadows and reflections (see Battlefield V), Q2VKPT is the first project to implement an efficient unified solution for all types of light transport: direct, scattered and reflected light.
According to its team of developers, this project is intended to serve as a proof of concept for computer graphics research, and to give enthusiasts a glimpse into the future potential of game graphics. In addition to the use of hardware accelerated ray tracing, Q2VKPT mainly derives its efficiency from an adaptive image filtering technique that intelligently tracks changes in scene lighting to reuse as much information as possible from previous calculations.
It is said that thanks to the Vulkan API and the RT cores, the GeForce RTX 2080 Ti can approach an experience of 60 FPS at 2560 × 1440 pixels, and all without DLSS, which still allows to improve even more the fluidity of the game. In other words, we are observing a fully dynamic global illumination through RayTracing with path tracing, real-time shadows, bright reflections and indirect lighting reflection.
"It's a physical simulation of light that allows a highly realistic representation. The route trace uses RayTracing to determine the visibility between the scattering events. However, RayTracing is simply a primitive operation that can be used for many things. Therefore, RayTracing not only automatically produces realistic images. For that you can use light transport algorithms such as route mapping. However, while it is elegant and very powerful, route planning is very expensive and takes a long time to produce stable images.
This project uses an intelligent adaptive filter that reuses as much information as possible in many frames and pixels to produce robust and stable images."
https://elchapuzasinformatico.com/2019/ ... o-en-1997/
Translation on the fly (very fast):
"If you have a GeForce RTX, but you do not have anything to take advantage of, do not worry, since a group of modders have implemented RayTracing technology in the classic Quake 2 released in 1997.
This group of moderators have created the Q2VKPT (see url here:http://brechpunkt.de/q2vkpt/), described as the first playable game that really includes ray tracing technology that efficiently simulates fully dynamic lighting in real time. While some games have begun to explore improvements in the representation of shadows and reflections (see Battlefield V), Q2VKPT is the first project to implement an efficient unified solution for all types of light transport: direct, scattered and reflected light.
According to its team of developers, this project is intended to serve as a proof of concept for computer graphics research, and to give enthusiasts a glimpse into the future potential of game graphics. In addition to the use of hardware accelerated ray tracing, Q2VKPT mainly derives its efficiency from an adaptive image filtering technique that intelligently tracks changes in scene lighting to reuse as much information as possible from previous calculations.
It is said that thanks to the Vulkan API and the RT cores, the GeForce RTX 2080 Ti can approach an experience of 60 FPS at 2560 × 1440 pixels, and all without DLSS, which still allows to improve even more the fluidity of the game. In other words, we are observing a fully dynamic global illumination through RayTracing with path tracing, real-time shadows, bright reflections and indirect lighting reflection.
"It's a physical simulation of light that allows a highly realistic representation. The route trace uses RayTracing to determine the visibility between the scattering events. However, RayTracing is simply a primitive operation that can be used for many things. Therefore, RayTracing not only automatically produces realistic images. For that you can use light transport algorithms such as route mapping. However, while it is elegant and very powerful, route planning is very expensive and takes a long time to produce stable images.
This project uses an intelligent adaptive filter that reuses as much information as possible in many frames and pixels to produce robust and stable images."