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."
raytracing in ut series ?¿
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Re: raytracing in ut series ?¿
I believe UT99 already uses a ray-tracing algorithm since we have shadows, just not an advanced one.
The ray-tracing is baked directly into a map when you rebuild the light, so it is a static ray-tracing.
As the article says they've used Vulkan which is a powerful graphic driver, there's no anything like "Vulkan.dll" for UT99 and the current drivers don't allow real-time ray-casting.
I actually don't know what the graphic drivers have access to in Unreal Engine 1.
The ray-tracing is baked directly into a map when you rebuild the light, so it is a static ray-tracing.
As the article says they've used Vulkan which is a powerful graphic driver, there's no anything like "Vulkan.dll" for UT99 and the current drivers don't allow real-time ray-casting.
I actually don't know what the graphic drivers have access to in Unreal Engine 1.
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Re: raytracing in ut series ?¿
You are absolutely correct PrinceOfFunky.
You posted much of what I was thinking as I read this.
You posted much of what I was thinking as I read this.
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Re: raytracing in ut series ?¿
Yeah i did read it from dutch tech zsite and it looks very good.
Is it possible to add it into unreal tournament 99 also?
Is it possible to add it into unreal tournament 99 also?
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Re: raytracing in ut series ?¿
I was wondering same...anyway its being told that utgoty does support raytracing I don't know how notice the differencerjmno1 wrote:Yeah i did read it from dutch tech zsite and it looks very good.
Is it possible to add it into unreal tournament 99 also?
Speaking of vulkan according this site it does support vulkan too, see here
source:
https://www.phoronix.com/scan.php?page= ... lestone-29
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Re: raytracing in ut series ?¿
This works well on UT99, there's no real-time ray-tracing tho, for example shadows are still static and won't be calculate in real-time.darksonny wrote:I was wondering same...anyway its being told that utgoty does support raytracing I don't know how notice the differencerjmno1 wrote:Yeah i did read it from dutch tech zsite and it looks very good.
Is it possible to add it into unreal tournament 99 also?
Speaking of vulkan according this site it does support vulkan too, see here
source:
https://www.phoronix.com/scan.php?page= ... lestone-29
"Your stuff is known to be buggy and unfinished/not properly tested"
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Re: raytracing in ut series ?¿
Unreal engine 4.x does support raytracing.PrinceOfFunky wrote:This works well on UT99, there's no real-time ray-tracing tho, for example shadows are still static and won't be calculate in real-time.darksonny wrote:I was wondering same...anyway its being told that utgoty does support raytracing I don't know how notice the differencerjmno1 wrote:Yeah i did read it from dutch tech zsite and it looks very good.
Is it possible to add it into unreal tournament 99 also?
Speaking of vulkan according this site it does support vulkan too, see here
source:
https://www.phoronix.com/scan.php?page= ... lestone-29
https://www.unrealengine.com/en-US/blog ... nvidia-rtx
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Re: raytracing in ut series ?¿
This is what spammers often write in forums. Full quote and reply with a commonplace...Eton05 wrote:It's so interesting, thank you for sharingdarksonny wrote:(full quote deleted)
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Re: raytracing in ut series ?¿
Next time please report the post.Barbie wrote:This is what spammers often write in forums. Full quote and reply with a commonplace...Eton05 wrote:It's so interesting, thank you for sharingdarksonny wrote:(full quote deleted)
Edit---------------
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