Epic’s Stunning RTX-Powered Ray-Tracing Demo Wows GDC
blogs.nvidia.com
blogs.nvidia.com
Remember nvidia's 'Dawn' demo from 2003? https://youtu.be/4D2meIv08rQ?t=48
They put together super high quality demos like that for every new generation of card they released. The games that followed never looked quite as good since there are far more demands put on one's computational resources to generate a playable game world vs. a single scene that needs to look great.
What would be potentially very interesting is to see the difference in work put into producing this with raytracing vs. traditional techniques. Being able to displace the unholy nightmare hodgepodge that comprises contemporary real-time rendering algorithms is the most exciting thing about raytracing. At least that's potentially the case; not clear to me how much improvement has been made possible by the RTX.
EDIT: and, making me think this new one is part of a lineage of sorts, here's a later Dawn demo from 2012 (I think): https://www.youtube.com/watch?v=bI1_quVr_3w
EDIT2: rewatching, other aspects of this demo (i.e. not rendering specifically) are beyond 'par for the course', imo. But it's just generally higher production values, indicating more time/money/attention was put into producing the short itself, independent of the hardware backing it.
Side note: Geez, that linked video says so much about how much gaming culture has evolved in a decade and a half.
I don’t quite comprehend the development process to build a short line this. Everything from the surroundings and environment, to the humanoid model and making natural movement, obviously the facial modeling and expressions, the water effects.
The sound track is probably the only thing I feel like I have a decent mental model of how it comes together.
I took one 3D graphics class in undergrad and it was all so absurdly low level basics, most just mathematics, it never remotely showed how something like this could actually be put together.
To me, the mouth always seems to give it away. Fabulous nonetheless though.
This demo does at least seem to deal better with the darkness in the mouth. That has also always been problematic and made a lot of characters look positively demonic :)
Without them I think our brain rings all the alarm bells, a human face without them is odd and possibly threatening.
I feel like this is a huge problem in higher education especially: bottom-up learning leaves students bored, confused and demotivated because they don’t understand the purpose of what they are learning and have no immediate use for it.
Whereas top-down learning, where you start with the end result and work backwards/downwards from it, can provide the enjoyment and motivation necessary to persevere, especially when the subject matter is challenging and the road long and arduous.
a. Concept artists will create multiple possible worlds by drawing either using a physical medium or on a tablet.
b. Art Director will critique concept art and iterate with concept artists until he finds a world he approves. Concept artists will then draw many scenes in this imaginary world to confirm that there is no miscommunication between the Art director and the concept artists.
c. Some of the key characters and scenery from this world will be given to Modelers who will create 3d models of those assets.
d. Initial goal will be to bring one or two scenes to life.
e. Once the initial few scenes and main characters are fully approved, more headcount will be added and the creation process becomes more parallel.
f. Everyone involved watches the short multiple times a day to monitor progress. There is accountability for who owns a particular character for a given frame.
To me, the movement didn't seem natural. But what it did seem like is classic Disney animation!
> NVIDIA will be hosting a demo and “Making of Troll” tech talk with Epic’s Marcus Wassmer and Juan Cañada at this week’s GPU Technology Conference in San Jose.
https://www.unrealengine.com/en-US/blog/troll-showcases-unre...
The woman in the demo looked somewhat real; if this is real time and reproducible in games then it's a huge step forward.
there's no telling what is actually real time and what is "baked".
Yea, that distinction is... fuzzy, and a little frustrating.Artistically, this demo is wonderful!
Technically, it's somewhere between "yawn" and game-changing, depending on how much of the lighting and animation is pre-baked. Are the deformations of her skin, clothing, the water, etc. being calculated in real time, or was all the hard stuff precalculated and baked in?
Reason why this matters is because the more dynamic this is, the closer we are to creating actual emergent/interactive experiences with this kind of technology, rather than just a way to render static cutscenes better.
Subsurface scattering is necessary for face / skin to work with light. You get good subsurface scattering in movies these days, but not really in video games yet. Its far too costly to make realistic skin renders.
Skin is partially transparent: you can see the veins, blood, and even muscles through people's skin. Blushing is simply the act of blood rushing to the face, its immediately visible and instantly causes a reddish hue to due the skin's transparency.
Simulating that outside of movie settings is going to take far more GPU power than what is available even in the next 5 years. We're still working on basic raytracing for video games, not even the advanced stuff yet.
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In effect, the "location" of where light is reflected on skin is "inside" the skin. Light penetrates into your skin and illuminates the stuff underneath. But traditional raytracing assumes that the reflection occurs on the "surface" of skin, resulting on a "waxy" look. The reflection is subtly in the wrong place.
https://en.wikipedia.org/wiki/Subsurface_scattering
Without subsurface scattering, you get the "barbie doll" look, even in raytracing. "Barbie Doll" works fine for cartoons, but its always a killer for me personally when I'm playing video games.
EDIT: Example image with SSS (SubSurface Scattering): http://2.bp.blogspot.com/-ahUMngIOPqU/T85dlEU9I7I/AAAAAAAAA5...
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Gems, Marble, etc. etc. are also partially translucent, and look awful in traditional video games. Subsurface Scattering makes these partially transparent rocks look more correct.
But instead of resembling humans and therefore falling into the uncanny valley, they look like realistic lifesize action figures like the ones I played with as a kid. Like my childhood play scenes come to life.
(I'm not sure if the creators intentionally wanted the characters to look like action figures per se, but clearly they made the choice to go for a stylized rather than photorealistic look and I love what they achieved)
Dragonball FighterZ is nothing close to reality, but whatever they did to that game makes it look just like hand-drawn 2d anime.
Here is some random tournament footage: https://www.youtube.com/watch?v=6XOBrRhgv0I
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Whatever Blue Sky did for the "Peanuts" 3d movie was utterly amazing too. It was the first major 3d movie I've seen that faithfully captured the comic style. Its not a video game, but its a similar "art-form translation" issue.
The Cyber Connect 2-developed games, mostly in the Naruto universe, have been making great progress along those lines for years. But DB FighterZ takes the cake.
One thing that's "special" about Capcom's recent SF games is that I find the art style unique!
FighterZ is an absolutely incredible technical artistic achievement, probably moreso than SF IV/V. I would call FighterZ the more impressive achievement.
On the other hand, FighterZ replicates an existing look, whereas SF IV/V veers into some new territory IMO so I give it credit there.
Local TV stations with animation shows, much like local entertainment used to be, but animated instead of fully acted live.
Agree, this is the first time ever, for a few seconds I have a question in my mind, was this really animated or some graphics overlay on actual human face. I think we are still far away, say at least another 10 years from technically possible replacing human actors. Not saying it will just the technicality of it.
But I do wish games be more cartoonish, or Animation, Cel Shading. The recent Naruto and Dragon Ball Z made those games as if they were OVA quality Animation. I am not sure if market wasn't buying it, or if those technique and level of quality are still hard / expensive to achieve.
[1] For some strange reason surgical procedures to implant hundreds of hyper-accurate mo-cap sensors in the actors or otherwise hack into their nervous system hasn't become a thing. ;-)
[2] Camera lenses aren't perfect, dot placement (for marker based systems) isn't exact, tracking software slips since the markers aren't infinitely small and can move around a bit etc.
Yet another way to draw us away from actual connection with a painfully and joyously real world outside.
Better to long to just once, enumerate and follow the subsurface scatter of light on the face of your beloved than to coo and preen over mere mechanism.
A dying culture turns away from whats out there. Rolls over and wishes to slumber in dreams where everything is controlled and safe. Hence, the computer.
I finally figured out what I hate about CGI the most: the animated figures convey no dismay at the weight of their bodies. It's how that dismay is coped with that injects grace into movement. The princess here looks nice enough until she moves. Then it becomes clear there is no soul within the frame that first suffers the pain of an ungainly body coping with gravity, then masters itself, and resolves to move as best it/she can anyway.
That is beauty: the acceptance of limits. The carrying on despite them. You can see this in real people when they walk.
Until the entire inner world is modeled, these constructions have less life that a good puppet. A puppet at least telegraphs the spark of life from the hand and soul that control it's strings. That spark is constant, microsecond communication and feedback.
Stop trying to create simulacrums. Live the life you've been given.
[Returns to computer job. Resolves nonetheless to walk under the moon tonight].
The video is made by a Swedish production company (Goodbye Kansas), and it's inspired by the art of John Bauer, one of the most recognized artists in Sweden, so maybe that helped getting the A-lists interested.
https://www.cryengine.com/news/crytek-releases-neon-noir-a-r...
Plus ca change.
The Transition started and now it's just a question of a little bit of time.
Really looking forward to everything happening now on that level :).
In a few short years I'll be able to get a VR headset and install a computer inside of one of these games so I can work remote from basically any virtual world. Then i'll only need to unplug and face reality to get the Postmates.
And Crytek released a demo last week showing real-time ray traced reflections rendered on a Vega 56. [1]
[0]: https://gpuopen.com/gaming-product/radeon-rays/ [1]: https://www.youtube.com/watch?v=1nqhkDm2_Tw
What kind of collaboration do you expect? AMD hasn't been paying a lot of attention to its GPU business the past years.
> What kind of collaboration do you expect?
Common Vulkan implementation focused on ray tracing that isn't tied to GPU (and OS naturally, since it's Vulkan).
https://www.geforce.com/games-applications/pc-applications/a...
I'd expect this one to be released eventually as well.
:)
ipod sales were basically fuck-all until Gen 4/5, meaning cmdrtaco was basically right for three or so years: https://en.wikipedia.org/wiki/File:Ipod_sales_per_quarter.sv...
I don't think it a coincidence that Gen 4 and 5 were the first to fully support USB (gen 4 also supported firewire, gen 5 did not.)
The iphone took 6 quarters to breach 5 million sales per quarter (remember that as it was originally released, the iphone was an impressive touch screen web browser with subpar data and no appstore!) The ipod took 14 quarters to breach 5 million sales per quarter. After that, both took off. My point here, is the ipod was much slower off the line than the iphone. Simply put, it was lame (until it wasn't.)
Being able to quickly place lights and design materials for a scene with realistic ray-traced rendering gets believable results in simpler fashion than by having to painstakingly recreate all the details of natural lighting with existing conventional methods.
It requires a lot more of the end-user hardware, but overall gives the artists more room to focus on things other than making sure the lighting and reflections aren't distractingly wrong.
The promise of raytracing is that you can get great results without a lot of tricks and special casing which frees up the content creators to focus on the visuals they want to create without worrying so much about technical implementation details. That only really works if the target platform supports performant ray tracing as well as the content creation tools.
But making that look good is the question: the human eye has expectations for how the fire effect is supposed to look when reflected on the water, and if the fire is to be "believable", it needs to light up the area around it.
Its clearly a demo explicitly designed to take advantage of Raytracing (a dynamically moving source of light), which is hard to emulate with traditional effects.
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The idea is that artists can build new worlds, possibly with less effort, thanks to this technology.
Raytracing has always been possible. There are GPU demos of real-time raytracing back in 2010. But gamers typically care more about higher-FPS / higher-resolutions rather than more realistic shadows and reflections.
I think a "killer app" needs to be done. Ex: a game designed around raytracing: a stealth game using shadows to gain information around a corner (and worrying about the placement of your own shadow). That sort of thing...
For now, game developers have this cool visual technology, but no real way to integrate it into a gameplay mechanic that players really care about.
It's a balance though, right?
Programmable shading took off because lots of people wanted the better shading that it enabled (at the cost of lower framerates/resolution). So it seems plausible that people might again choose quality improvements through raytracing over framerates/resolution (especially as 4k 120fps becomes more achievable).
Will video gamers be willing to pay $600+ for GPUs like the 2070, 2080, or 2080 Ti, for a few improved shadows and reflections / refractions?
I think yes, but ONLY if you get a game to actually make shadows and reflections important. RTX benefits are a very subtle shift that costs a LOT of money right now.
We're talking about adding RTX features on top of existing engines for a subset of calculations (reflections and global illumination).
It would be absolutely a killer app to have a fully path-traced engine. But that's 10 years away at the minimum. A $1200 GPU can only do ~1-sample-per-pixel at video game speeds (~60fps).
The heavy denoising and post-processing means that the majority of your video game graphics will remain rasterized. "RTX" is added on top for specific surfaces (ie: reflections on the water), or specific lights. There's simply not enough GPU power to get anything more than that right now.
We haven't even gotten to a 4k60fps standard in modern titles and raytracing content will drop people to console like frame rates.
EDIT> No point having high-resolution if all it does is show you the puppet strings. NTSC was pretty real, back in the day.
Does this not mean it’s rendered in real-time? Otherwise what’s the point in mentioning it rendered with a single card [in an unspecified time frame]?
Directly from the description of the video at Unreal's yt channel.
https://www.unrealengine.com/en-US/blog/troll-showcases-unre...