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Thread: Intel convert ET:QW to raytracing

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    Intel convert ET:QW to raytracing

    Last edited by -Anti-; 06-12-2008 at 11:43 PM.

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    o withray acingu getthe sme pformance but u need a quad server board and 10 grand yay
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    guess what nvidia has in common with bender?

    http://youtube.com/watch?v=D8QYZ8ZmAVs

    Quote Originally Posted by zanzabar View Post
    o withray acingu getthe sme pformance but u need a quad server board and 10 grand yay
    actually you get much worse performance.

    though image quality is much higher.

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    Its actually wuite amazing on how and how fast they can change the games to raytracing.
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    Quote Originally Posted by Shintai View Post
    Its actually wuite amazing on how and how fast they can change the games to raytracing.
    imagine crysis...

    and then i heard, the voices of 10,000 CPUs screaming in unison.

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    And then they all went silent....because the game crashed
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    Well I'm sceptical...
    First of all, look at FPS... 13-16 Oo
    2ns, look at noumber of details. World is completly flat, no grass, no anything and nothnig is mooving there.
    3rd. Quality of... textures(?) (no idea how to call that). All surfaces are completly flat. Anybody remembers bumpmapping or paralax mapping?
    4th. yeah I'm waiting for all these flying balls everywhere reflecting everything -.-

    It reminds me Beyond3D article about raytracing and more I look at that, more I think they were right....

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    Its a demo, not a final product. It still needs work and it was just showing that it can be done. Come on now.

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    It could be done decades ago. Still real-time ray-tracing is far from being possible.

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    Well for me it doeasn't look better than old raytraced Q3 and looks worse than, for example, Crysis.
    Only water and reflections are much better. But hey, how much of these we have in games?
    Too bad we can't see reflections of other balls in these balls. Bu I have strange feeling that we wouldnt see proper "reflection of reflection" if you know what I mean.
    So still, not impressed.

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    Quote Originally Posted by bedlamite View Post
    Well I'm sceptical...
    First of all, look at FPS... 13-16 Oo
    2ns, look at noumber of details. World is completly flat, no grass, no anything and nothnig is mooving there.
    3rd. Quality of... textures(?) (no idea how to call that). All surfaces are completly flat. Anybody remembers bumpmapping or paralax mapping?
    4th. yeah I'm waiting for all these flying balls everywhere reflecting everything -.-

    It reminds me Beyond3D article about raytracing and more I look at that, more I think they were right....
    you forgot one more thing, to do all this (and your right, quite frankly the texture res looks just horrible) it took 4 sockets and 16 cores......no thnx.
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    Quote Originally Posted by Decami View Post
    you forgot one more thing, to do all this (and your right, quite frankly the texture res looks just horrible) it took 4 sockets and 16 cores......no thnx.
    Which is monumentally less then it took in the past on older versions of raytraced Quake.

    Its coming along Fast.

    Also don't forget that this is running on the CPUs alone. Their aim is to make a graphics card that is like a mini x86 multi cored cpu that will be designed from the ground up to handle ray tracing.

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    Have a better chance of doing realtime ray-tracing if you got one of those couple hundred dollar ray-tracing cards.
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    Quote Originally Posted by Cooper View Post
    It could be done decades ago. Still real-time ray-tracing is far from being possible.
    Raytracing is indeed older than a lot of people here, me included. As for real-time, werent Silicon Graphics visualization servers used for that? :
    " Origin 3900 - up to 512 processors, 1 TB of memory, one to four tall racks"
    Sure sounds it mightve been capable of some stuff :p

    Quote Originally Posted by Zaskar View Post
    Also don't forget that this is running on the CPUs alone. Their aim is to make a graphics card that is like a mini x86 multi cored cpu that will be designed from the ground up to handle ray tracing.
    What is designed from the ground up for raytracing? Larrabee? What I've read this far suggests the focus of larrabee is rasterization and not raytracing?

    Quote Originally Posted by Shintai View Post
    Its actually wuite amazing on how and how fast they can change the games to raytracing.
    Daniel Pohl had the q4 raytracing demo ready 2 years ago, implementing the same engine in ET:QW surely wouldnt take too much time. Both used id Tech 4.

    Those screenshots look awful to me, the only thing that isnt ruined by textures is the water, which looks way too perfect in every way imaginable.
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    Quote Originally Posted by Neuuubeh View Post
    Those screenshots look awful to me, the only thing that isnt ruined by textures is the water, which looks way too perfect in every way imaginable.
    QFT.

    I have the original game, and I would prefer playing it as it is right now than with that ray-tracing (although the water is indeed marvelous)
    Are we there yet?

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    Water doesn't look amazing to me. What finally showed me what ray tracing is all about is the pic with a close-up on one of the balls and the reflection on it. Trully realistic!


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    Quote Originally Posted by gallardo View Post
    Water doesn't look amazing to me. What finally showed me what ray tracing is all about is the pic with a close-up on one of the balls and the reflection on it. Trully realistic!
    depends on what you call realistic, personally I'd expect from a shiny ball sitting in a dusty and humid environment to be looking a bit more dirty than that :p. I've yet to see a proper reflective surface with dirt on it raytraced in realtime. And what hits performance in the ballz on current raytrace renderers is adding blurry effects :p. Gimme some of that
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    ray traced quake 3 looked better imo... they aren't showing off as much in this one
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    Sure looks pretty crap tbh. and 1fps per thread....

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    I think they had the rest of the details turned down. While the reflective surfaces looked better I think the texture detail looked worse then when I played that game last.

    Then again Quake Wars graphics aren't the highest quality to maintain high FPS on lower systems even with very large draw ranges (lots of flight combat)

    Your not supposed to judge Ray Tracing based on the graphical limitations of the game that have nothing to do with ray tracing, that's not the point of this demo.

    Its to further show that it can be incorporated into newer games.

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    Quote Originally Posted by Zaskar View Post
    I think they had the rest of the details turned down. While the reflective surfaces looked better I think the texture detail looked worse then when I played that game last.

    Then again Quake Wars graphics aren't the highest quality to maintain high FPS on lower systems even with very large draw ranges (lots of flight combat)

    Your not supposed to judge Ray Tracing based on the graphical limitations of the game that have nothing to do with ray tracing, that's not the point of this demo.

    Its to further show that it can be incorporated into newer games.
    Of course it can be implemented into newer games. We've all see older games pimped up a bit with better graphics. Intel couldve put in 2MP textures if they wanted to, however chose not to. Why? We all know id tech 4 supports textures which even without looking at technical data are of a higher resolution/quality.

    My opinion is, the team behind this was chased by marketing with a stick, forcing them to show results faster and maybe take a bit of attention away from the new releases of ati and nvidia. I dont see another possible explanation myself
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    Great res! but poor graphics

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    as many have said, the water is really the only thing looking good in those screenshots, but can you think of anyone else with water that pretty?.....I can..... Crysis, and its done with shaders, so....horrible example.
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    I think many of you are missing the point. Look at the floating metallic balls which are present in some of the screenshots. They are reflecting anything around them because of how ray-tracing and reflected light work. Absolutely amazing how far ray-tracing has come in 35 years. We'll soon be able to play ray-traced games on our computers at very good speeds.
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    Well, how many of these metallic floating balls you have in games?
    Let me think.. (calculates) 0?
    And to be honest such balls were presenting ray-tracing for past few years.
    So we know for quite a long time, that raytracing can make superb reflections and we still can see that here.
    New thing here is, that these balls are rendered in real-time. That's something new.
    Something less new is that these balls reflect static environment....
    But we still can't see raytraced dynamic environment (Far Cry 2 savanna?) and something else than textures and surfaces from quake 3.
    I also really would like to see if these balls can reflect each other. That would be really something new.

    I really want to see what will Larabee bring here in terms of raytracing performance.
    But such slides, showing that they can't pass old raytracing problems, don't make me optimistic.

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