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This is the discussion thread for a recent post on GTPlanet:
This article was published by Jordan Greer (@Jordan) on December 29th, 2018 in the Gran Turismo Sport category.
Hopefully with the help of ray tracing we will see fully dynamic shadows in next-gen games. Nowadays developers still need to rely on ambient occlusion to add pre-calculated contact shadows to the edges of most objects in a game. It's a clever solution but it's not ideal, since the shadows created with this technology are static.
i'd be already very happy with a higher reflections framerate, that slow reflections really kills realism on certain tracks(or better, lightning conditions)m ore than others... realtime raytracing would be great but just higher reflections framerate would be great(i play on a ps4Slim so i dunno if the pro already has that)Full Ray tracing isn't what's being discussed here. It's merely for reflections. Actual full ray tracing isn't going to happen any time soon. Certainly not within the next generation of console games.
Full Ray tracing isn't what's being discussed here. It's merely for reflections. Actual full ray tracing isn't going to happen any time soon. Certainly not within the next generation of console games.
Me?I know a dude that would love those replay features
Raytracing isn’t reflections, it’s lighting. Lighting is an important component for depicting both weather and time-of-day, and would make implementing those things easier and more realistic.The ray tracing looks impressive obviously -- though would this really be seen in races, or just for Photo Mode glamour shots? -- but it also feels like technological navel gazing. My desire for more realistic cars is much much less at this point than for a dynamic weather and time-of-day system. I'd rather the console's horsepower go to that, than to ultra-realistic reflections. Ray tracing does very little to enhance the gameplay, while weather and dynamic time-of-day absolutely would.
Still looks like a toy car albeit with better reflections and shadows. The shaders of the model itself are too primitive.What PD showed off in this demo is full on ray-tracing in real-time, from the contact and hard shadows, to the lighting and the reflections, it's all calculated in real-time solely by their path tracer bouncing around virtual photons to create the entire scene. It's why there are self reflections, dynamic time change, and the shadows look perfect, wheels create darker contact ambient occlusion where they meet the ground, while the rest of the car body creates lighter shadows and you end up with a blend of multiple shades of finely defined and accurate shadow rendering. With ray-traced shadows you won't ever get GT6/GTSport's jagged real-time shadows that break apart due to low resolution.
This is also why the framerate in the demo isn't as high as games currently using a hybridization of traditional rasterization + RTX just for ray-traced reflections (Battlefield) or just for shadows (Tomb Raider).
Raytracing isn’t reflections, it’s lighting. Lighting is an important component for depicting both weather and time-of-day, and would make implementing those things easier and more realistic.
But I’m highly skeptical that we’d be seeing in-race raytracing (racetracing? lol) in the next generation, even with a “Pro” mid-gen upgrade. Ergo, no horsepower would be used on it in-race anyway.
This is the discussion thread for a recent post on GTPlanet:
Gran Turismo Tech Demo: Real-Time Ray Tracing & Replay Movie Editor
This article was published by Jordan Greer (@Jordan) on December 29th, 2018 in the Gran Turismo Sport category.
Jordan nailed the last part. It isn't guaranteed at all that this makes it for the PS5.
Likely possible on PS5 Pro. PS5? Not sure, I doubt it.
Hopefully with the help of ray tracing we will see fully dynamic shadows in next-gen games. Nowadays developers still need to rely on ambient occlusion to add pre-calculated contact shadows to the edges of most objects in a game. It's a clever solution but it's not ideal, since the shadows created with this technology are static.
One more thing caught my attention... The earlier part with Aston Martin interior. You can clearly see that shiny parts of the dashboard reflect rest of the interior (with moving shadows etc). And you know what? It's there in the actual GTS! Reflections contain even the driver. I'm really surprised by that.
To bad reflections like that are not used outside of the car. Ray Tracing is finally going to change that. For now they could at least use SSR like Evolution did with the Driveclub for self-reflections.
I'll kill someone for a video editor comparable in a GT game, especially if it was as powerful as Rockstar's.
Still looks like a toy car albeit with better reflections and shadows. The shaders of the model itself are too primitive.
It looks too clean/ picture perfect, basically like a CGI advert but not a photorealistic image, it still looks rendered. Basically straight into uncanny valley.I highly doubt that. The shader properties look on par with GTSport which currently has the best car shaders out of any modern racer. What's holding their demo back from looking as good as an offline render though is the amount of rays being shot, but it looks good enough given what's being done in real time.
It looks too clean/ picture perfect, basically like a CGI advert but not a photorealistic image, it still looks rendered. Basically straight into uncanny valley.