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NVIDIA Marbles at Night real-time raytracing demo

38 pointsby waffle_ssover 4 years ago

3 comments

brundolfover 4 years ago
Very cool, but what I&#x27;d like to get a straight answer on is whether or not <i>all</i> lights&#x2F;materials in this scene are ray-traced. Some things like the marbles&#x27; reflections obviously are, but there are lots of tricks that could be played to minimize the amount of other raytracing in the scene. On the other hand, if a scene with this high of a poly-count is 100% raytraced, that sets a dramatically higher bar than what&#x27;s come before (the best that I&#x27;ve seen previously was the Quake 2 demo).<p>Edit: To be clear on what I mean, for those who haven&#x27;t been following this stuff, most &quot;real-time raytracing&quot; that&#x27;s started to crop up in real games over the past couple years has been limited to only a subset of lights&#x2F;materials. A particularly shiny shield, a campfire, etc. And then the rest of the scene is rendered the traditional way. Even with Nvidia&#x27;s dedicated hardware we can&#x27;t (yet) just slap raytracing on an entire game and call it a day. But this demo makes it look like we may be much closer to that goal than I&#x27;d thought.
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RedBeetDeadpoolover 4 years ago
I get that this is really meant to be a technical demo, but in a way its more art than most modern art is art.
air7over 4 years ago
This is a absolutely mind blowing. Imagine this connected to a VR headset.
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