Somebody asked me to post a video of Siege with Ray Tracing.
The primary thing available to Siege right now in terms of Ray Traced improvements, is Ray Traced (Path Traced) Ambient Occlusion with Reshade version 4.2.0 and the Ray Traced AO/GI shader, Beta 0.6
This is a demonstration video of the shading detail added to the game by Ray Traced Ambient Occlusion, via the DEBUG VIEW
If the AO did not add any detail to the scene, then the screen would be one solid shade of grey (like the during a main menu screen)
For actually demonstrating the effect, I'm going to be honest and say I don't know how successful I was in my attempt to demonstrate it.
The thing about AO, is that if you use TOO MUCH then it over-powers the scene, if you use too little, then most people won't notice the difference.
This is compounded further by different monitor types (TN and IPS)
and finally made all that harder by the video feed being compressed once by Geforce Experience, and then Youtube.
So for this video, I deliberately chose to move VERY slowly to attempt to minimize loss of detail from compression artifacts, but I don't know how successful I actually was.
If I didn't demonstrate it in a way that is tangible enough for most people to perceive, then I'll try it again.
Any input would be appreciated .
Obviously I missed the point or otherwise I wouldn't have said I don't understand the issue.Originally Posted by ThEHaCkeRThEoRy Go to original post
What's the point of the point?
The point of playing around with Ray Tracing in Siege is just for the fun of making the game look better.
Ray Tracing Cores are confirmed to be a part of next generation console hardware, Nvidia 3D cards and AMD are going to optimize the TMU for shader based ray tracing.
As for what this all means? Its sort of two fold: Its about what Siege COULD look like in the future if Ubisoft feels like it (and when the technology is right to do so)
since 3D cards are going to come with some for of specialized Ray Tracing hardware, if Siege doesn't take advantage of it, then its just hardware sitting idle doing nothing.
Even if people don't actually want more advanced Ambient Occlusion because it make enemies in dark corners less visible, there are still other things that screen spaced ray tracing can do such as Global Illumination and Reflections
Ray tracing is a way to render a 3D scene that's been around for decades but that until very recently, was impossible to do without some serous hardware(think rendering farms for Pixar or other films studio or more recently, with some serious computing power for smaller studios for special effects). That rendering was not real time, far from it, so impossible to use for gaming.Originally Posted by WBBCoop Go to original post
What we have been using for gaming for a while now is what's called rasterization, a much faster way to render frames in 3D at the cost of quality/precision(compared to ray tracing).
We're still a very long way from full scene real time ray tracing but it's been slowly introduced for lighting effects, reflections and other things like that, which quite frankly, is just amazing when you realize what it means in term of graphic fidelity.
What he did with video was to apply some of that on top of Siege. To be honest, if you don't know what to look for, I doubt you'll see it, but it is very interesting to see still.
@Driver: I doubt it's something we'll see in a game like Siege in the near future, even on next gen consoles. It's just too taxing on the hardware(as I'm sure you're aware) and considering it's a title where people(at least on PC) are aiming for a 144+ framerate, that's not happening with ray tracing.
Having the hardware to do something and not use it is just a standard of this industry, it's nothing surprising. Look at AMD 64 as an example. It took what, a decade for 64 bit to for a wide adoption... hell, there's still a 32Bit version for Windows 10 if you want... It was the same with hardware Tessellation, it first showed up in 2001 on the ATI 8000 gen, later to be reworked on the HD 2000 and again, reworked with the HD5000... Yet, as amazing as Tessellation is, it's still something that's barely used to its full potential today... and Ray Tracing is a lot more difficult to do(for the hardware), with a huge impact on performance.
For the near future, it will be a nice feature that will be used here and there for small effects(like you did) but that's about it.
I've been testing the implementation with a number of game, my first demonstration here had a couple of mistakes, the effect is not strong enough, and there is no ray traced reflections, I plan to try fixing that for the next video.Originally Posted by UbiMorning Go to original post