29 Comments(s). 1 Pages(s). Showing page 1. [ 1 ]

   #5. Posted at 07:15 AM on Mar 7th 2008, Edited at 07:16 AM on Mar 7th 2008 Edit   Reply

My cards are still waiting for that extra feature you promised .... Where is the phyX driver for my cards ??
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   #16. Posted at 11:00 AM on Mar 7th 2008 Edit   Reply

Ray-tracing is the long-term future of 3D graphics . Rastering limitations will start to become more apparent over time as polygon and lighting complexity in scenes increase. There is a point where Ray-tracing is just as fast as rastering at rendering extremely complex scenes.

The biggest catch right now is that computing hardware is still not powerful enough to do gaming scenes with ray-tracing in real-time.

Hybird solutions are going to be stop-gap solutions until the hardware catches up.
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   #26. Posted at 03:07 AM on Mar 8th 2008, Edited at 03:08 AM on Mar 8th 2008 Edit   Reply

Ray tracing GOOD!
(napster bad... http://www.youtube.com/watch?v=fS6udST6lbE space )
Classic.
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   #8. Posted at 07:52 AM on Mar 7th 2008 Edit   Reply

He says that hybrid raster/ray is the future, then goes and says that the con of ray is that it's slow, which is why hybrid is the future?

We already know ray tracing is slow, so if his reason why games wont use ray tracing is because its slow his argument is worthless. Unless he was saying that there will be hybrid before we go all out ray tracing, which I don't think he was.
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   #9. Posted at 08:48 AM on Mar 7th 2008, Edited at 08:49 AM on Mar 7th 2008 Edit   Reply

If ray tracing gives the promised advantages in extreme hi-poly environments, I'd like to see what they come up with.

This could have been used in Call of Juarez for example, that game looks great but I've never seen another game that remotely compares in polygon count, including Crysis, even if that can come close.
CoJ can have over 3 million polygons in certain areas on every frame. Taking something else for comparison, you're very lucky if you see 200,000 in Lost Planet on one frame.
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   #4. Posted at 06:45 AM on Mar 7th 2008 Edit   Reply

I wonder what kind of overhead a scene analyzer would add to a GPU? I would imagine it would have to run the whole scene through a couple of algorithms to pick out what should be rendered by ray-tracing and what should be rastered. Seems like its complexity and latency might negate any performance benefit.
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   #13. Posted at 10:40 AM on Mar 7th 2008 Edit   Reply

Intel has done discrete graphic cards before. I think it was the i740 or something like that. It was a standalone AGP card. This would not be intels first attempt at this.
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   #2. Posted at 06:34 AM on Mar 7th 2008 Edit   Reply

interesting.

Nvidia aren't game developers. Unless game programmers make ray tracing a big deal it won't matter much like having 128SP vs 64SP. Only time will tell I suppose.
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   #6. Posted at 07:21 AM on Mar 7th 2008, Edited at 07:25 AM on Mar 7th 2008 Edit   Reply

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   #3. Posted at 06:37 AM on Mar 7th 2008 Edit   Reply

About time the future becomes the present :-/

It keeps walking ahead of us!
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   #1. Posted at 06:23 AM on Mar 7th 2008 Edit   Reply

Oh well they talk about future again.
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29 Comments(s). 1 Pages(s). Showing page 1. [ 1 ]
 
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