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Tech Focus: Global Illumination - What It Is, How Does It Work And Why Do We Need It? 

Digital Foundry
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4 сен 2024

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Комментарии : 617   
@BIaziken2
@BIaziken2 3 года назад
good video, very illuminating.
@andrewpiltenko9432
@andrewpiltenko9432 3 года назад
quite enlightening, isn't it?
@andrewpiltenko9432
@andrewpiltenko9432 3 года назад
shines some light on many details
@andrewpiltenko9432
@andrewpiltenko9432 3 года назад
it's nice to hear a good explanation from a bright person
@andrewpiltenko9432
@andrewpiltenko9432 3 года назад
it was definitely Alex's time to shine
@wiskerfall4519
@wiskerfall4519 Год назад
Kill me
@BlueisNotaWarmColour
@BlueisNotaWarmColour 3 года назад
I love this stuff! You guys should do more series documenting the evolution of specific rendering techniques/attempts at certain kinds of effects, sorta like the H2O video John did a while back.
@ZK-ff2ru
@ZK-ff2ru 3 года назад
1 month ago but the video came out 7 hours ago??
@alexbandli
@alexbandli 3 года назад
@@ZK-ff2ru early access
@BlueisNotaWarmColour
@BlueisNotaWarmColour 3 года назад
@@ZK-ff2ru fear me mortal
@NextgenPL
@NextgenPL 3 года назад
Yes do more stuff like this!
@CmdrKeene
@CmdrKeene 3 года назад
100% agree!
@EposVox
@EposVox 3 года назад
Fantastic breakdown.
@NubbinzGaming
@NubbinzGaming 3 года назад
how is your reply one month ago when the video just came out? also love the quality you DF and harris heller bring to the platform. keep it up!
@pastormolez8235
@pastormolez8235 3 года назад
@@NubbinzGaming Early access
@gurkiratsingh8747
@gurkiratsingh8747 3 года назад
@@mikeuk666 Wouldn't really call the second part as some sort of a win and actually unncessary to even mention that.
@Taijifufu
@Taijifufu 3 года назад
@@gurkiratsingh8747 It's ok, you'll get to say First on the next one.
@Bossix84
@Bossix84 3 года назад
@@Taijifufu :D
@apictureoffunction
@apictureoffunction 3 года назад
One thing this channel has taught me is that a lot of technical terms about gaming are incredibly straightforward.
@mhannola
@mhannola 3 года назад
This is one of those videos I could watch many times over and always learn something. So much great information packed into this. Great work!
@notRuskia
@notRuskia 3 года назад
I used to be a student of the professor that invented SVOGI. Wild to think that it'd be implemented in video games through ray tracing just a few years later.
@TheCrewExpendable
@TheCrewExpendable 3 года назад
It’s still wild to me that real-time ray tracing exists in my (younger) life time. I thought I would be ranting to my grandkids “back in my day we had rasterized lighting and we liked it! None of this ray-traced 5000 fps retina projected images y’all have! Kinds these days are soft.” “Mom! Grandpas ranting about having to walk up hill both ways in the snow to pay 2 times MSRP for a used 1080 Ti again.” “Calm down dad or you’ll spike your blood pressure again.”
@sushimshah2896
@sushimshah2896 3 года назад
Yeah I really hoped he at least mentioned SVOGI, in fact I commented that I hope to see it even before watching the video
@T.K.Wellington1996
@T.K.Wellington1996 21 день назад
​​@@TheCrewExpendableThis is due to the use of complex algorithms such as ReSTIR GI. Roughly speaking, light sources are assigned a weight and the few rays are concentrated mainly on the areas that have the greatest weight, i.e. are the brightest and most promising. In addition, spatial and temporal information is collected and reused. This is the reason for the noise and ghosting, but is several hundered times faster. In the traditional Monte Carlo method used in online rendering, the rays are distributed randomly and evenly across the scene. This is an unbiased method and is exorbitantly more expensive, but of course produces increasingly better results the more samples and bounces are used with diminishing returns of course.
@RayCharlizard
@RayCharlizard 3 года назад
Tech Focus is back baby!
@Nolasco.
@Nolasco. 3 года назад
Thank you Alex, i am a layman in terms of technology so this was really interesting for me and easy to understand. Thanks homie 💕
@PotentChr0nic
@PotentChr0nic 3 года назад
Yea can't believe how easy it was to follow! Would've loved to have an explanation for svogi as well but maybe next time
@E_Sunbro
@E_Sunbro 3 года назад
Alex knows his shit. Great video as always!
@SirCalalot
@SirCalalot 3 года назад
Incredible work as always Alex! Even as an industry tech guy, I still learn so much from your videos. Keep being awesome! (Now to look into the viability of converting Turok PC over to a Path Tracer...)
@sadstormtrooper
@sadstormtrooper 3 года назад
2:10 'Perfectly Dark', pops in a photo from Perfect Dark, hahaha, I love Alex's humour and his effort to insert such details
@MediaBrad
@MediaBrad 3 года назад
9:01 Pitch Black reference with Vin Diesel too
@moosemaimer
@moosemaimer 3 года назад
@@MediaBrad you don't need bounce lighting when you have _family_
@Boodoo4You
@Boodoo4You 3 года назад
@@moosemaimer That whole “family” BS meme was cooked up by FF marketing department. They astroturfed Reddit hard with that shitty meme
@alexsilva28
@alexsilva28 3 года назад
@@Boodoo4You took a page from the Sonic movie I see
@thewirv
@thewirv 3 года назад
Nice, Remember Me, what a deep cut
@soumyajitdeb3943
@soumyajitdeb3943 3 года назад
Remember Me was also one of the first games (maybe the first?) to have a fully PBR pipeline. Still looks spectacular to this day.
@x0b34rd4
@x0b34rd4 3 года назад
@@soumyajitdeb3943 what is PBR? Probe-Based Reflections?
@soumyajitdeb3943
@soumyajitdeb3943 3 года назад
@@x0b34rd4 Physically based rendering
@omgawesomeomg
@omgawesomeomg 3 года назад
35 minute Tech Focus? Yes pleaaaase.
@AndyGilleand
@AndyGilleand 2 года назад
Sonic Unleashed is one of my favorite examples of games that used baked GI but incorporated one of the first examples of light probes to generate a GI look in dynamic objects
@cobiefullerton6015
@cobiefullerton6015 3 года назад
Alex and John make some of the most high quality videos on RU-vid, those guys are nuts
@blanchbacker
@blanchbacker 3 года назад
Global illumination is the most important part of modern game graphics in my opinion. Such a drastic change for people that can recognize fake/real lighting
@Andrew-wb2zq
@Andrew-wb2zq 3 года назад
Totally agree. It's the thing I'm most excited about regarding graphics technology.
@SimonBuchanNz
@SimonBuchanNz 3 года назад
The problem is that we've gotten so good at avoiding the problematic situations for traditional techniques that you really need to know the tech to understand when something's impressive.
@RoganGunn
@RoganGunn 3 года назад
@@SimonBuchanNz Yeah devs have gotten so good at 'faking it' that normies often don't notice. Even for a nerd like me, sometimes the difference is so slight I'd choose rasterised over RT just to get the extra performance. Depends on the game though, of course. I guess it will save loads of dev time though, and like all new tech the devs need to learn how to use it to get it looking its best. Plus, we're in a transitionary stage right now... One day, real-time ray-traced GI and reflections will become standard, like pixel shaders and normal maps are today. Will need hefty GPUs though!
@jcm2606
@jcm2606 3 года назад
We're only good at faking it in a very specific subset of games, typically games that can get away with baking most if not all of their lighting. In more dynamic games, many of the techniques that get close to full raytracing just aren't feasible due to the dynamic nature of the games, and so you're left with alternative techniques that just don't cut it, for one reason or another. GI especially is a hard one, because the only alternatives are generally slow (slower than even full raytracing, when you try to fit more geometry detail into them), and support a limited amount of bounces (1, 2 if you're lucky).
@griffgames9538
@griffgames9538 3 года назад
Lighting is the crucial baseline for human vision to perceive color, dimension, and depth. One of the reasons we're easily impressed by viewing a game scene with plenty of realistically arranged well-baked lightmaps, despite being static diffused lighting. Or why more stylized art direction like R&C Rift Apart can still feel incredibly sophisticated and immersive - our minds can suspend disbelief of the stylized presentation, yet still be dazzled by impressive lighting and ray-traced surfaces, as it communicates significant information and 'sense of place and time' to human perception of our surroundings.
@granatengeorg
@granatengeorg 3 года назад
Coming from an environment artist working in dem vidjagaems, I just want to let you know how much I appreciate the research and attention to detail that you clearly put into the video. Great job!
@sushimshah2896
@sushimshah2896 3 года назад
We (I know it's a small %) certainly respect & appreciate all the work & attention to details game devs put into games. And I obviously like watching videos like these as well which point out such details
@faustianblur1798
@faustianblur1798 3 года назад
I'm surprised there was no mention of SSGI, either the UE4 implementation found in Gears 5 and Days Gone or Pascal Gilcher's Reshade implementation. It's that missing link between ray tracing and rasterisation that perfectly demonstrates the limitations of the latter.
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
How does it perfectly demonstrate the limitations of rasterization? RTGI itself is already a perfect example of that and SSGI is just a downgraded version of that, and thus doesn't show the difference as much. It's still a pretty nice thing to have and is a decent solution to add on top of existing lighting if full RTGI is too demanding.
@faustianblur1798
@faustianblur1798 3 года назад
@@okaybutwhythough7456 SSGI is a post process and can only work on the limited information available in the framebuffer. It exhibits artefacts due to missing information from surfaces being off-screen or occluded causing the indirect lighting it produces to change radically as different pixels become visible, even from relatively small camera movements. It's really a very poor and unstable approximation of GI compared to any other method.
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
@@faustianblur1798 Then what were you on about talking about how it perfectly demonstrated the limitations of rasterization?
@faustianblur1798
@faustianblur1798 3 года назад
@@okaybutwhythough7456 rasterisation works by sampling the scene at each visible pixel on each visible triangle. At the time of shading it doesn't know anything about any other points on any other surfaces, let alone how much light they might be reflecting toward it. To approximate GI you therefore have to sample back a pre-lit representation of the scene passed to the shader. SSGI makes a good example of this limitation because it traces/marches rays through a representation of the scene, similar to RTGI, but is limited by that representation having been rendered into a 2D image (with depth information). It's that lost information about the scene that is the key difference between rasterisation and ray tracing.
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
@@faustianblur1798 Yes but at that point just using full on RTGI as an example works better than SSGI.
@abdmo7575
@abdmo7575 Год назад
very underrated video unfortunately i hope youll have more time to make more 'tech focus' videos in the future
@nbafrank
@nbafrank 3 года назад
This is so detailed yet very accessible. Perfect technical communication.
@AndyGilleand
@AndyGilleand 2 года назад
I can't wait until the day when RTX will have so many rays possible that we'll be able to do the same kind of full scale path tracing that is even rare in CGI movies today due to how time consuming it is.
@unfa00
@unfa00 Год назад
I am not sure it'll be an optimal use of resources, because a lot of the lighting can be "faked" pretty well with rasterization-based techniques. Having *fully* realtime global illumination (not just indirect lighting) is very exciting, but it could also be distracting in games and make it harder to play. Quake 2 RTX has some of that, where the lighting becomes too dynamic and the game world can go from pitch black to blindingly bright very quickly during frantic fights in tight spaces and it can have adverse effects on the gameplay IMO. Modern games use raytracing mostly to augment the rasterized image, not to replace it completely as that'd be unfeasible but also needlessly expansive even if possible - as Quake 2 RTX demonstrates IMO. I guess it is possible that the raytracing techniques and hardware will improve with time bringing both manufacturing and running cost down to the point where it becomes feasible to make raytracing-only games, and dropping a traditional rasterized lighting as a fallback. It'd be interesting to see what game designs could emerge from that, especially when the indie scene gets their hands on this technology.
@AndyGilleand
@AndyGilleand Год назад
@@unfa00 my point was that eventually, there will be no reason for those shortcuts, the power will be so good that it would be a waste not to go full multi bounce GI pathtracing all the time.
@Secret_Takodachi
@Secret_Takodachi 10 месяцев назад
Man... imagine still being optimistic for a "better future" 😂 it's a race to the bottom dude IDK if you've been paying attention but success isn't achieved by those who work the hardest or push their medium to its limits. Success in 2023 comes from exploiting existing intellectual property for the lowest possible cost & selling that hackjob product to the massive audience of frachise fans (who have no standards or reservations about buy & playing a badly made game that's based on their favorite IP) LOL, wait... did you actually think anyone involved at the leadership level actually cares about making good games? Dude, almost all of those people retired/left the industry years ago. It's all about licensing existing assets & crunching disposable workers to make those licensed assets into a facsimile of a "game" with a "story" 🤣 "Imagine how good future games will look..." No. I don't think I will engage in this pointless thought experiment.
@AndyGilleand
@AndyGilleand 10 месяцев назад
@@Secret_TakodachiNone of that is true.
@StrazdasLT
@StrazdasLT 9 месяцев назад
@@unfa00 Light baking is very resource and developement time intensive and will go away and be replaced by ray tracing as soon as the average gamer has hardware powerful enough to run that at normal framerate.
@dustblowingman
@dustblowingman 3 года назад
Yay been looking forward to this since it was announced
@pillington1338
@pillington1338 3 года назад
One small correction, many games with only direct lighting don’t have pitch black shadows (unless we’re counting ambient light color). Shadow stencils in Doom 3 have that effect but shadow mapping is a second pass and the shadows generated there are overlaid on top of a color pass that’s already been made, and the devs get to decide how transparent those shadows are. Shadow mapping still uses only direct lighting though.
@gangstarxxl
@gangstarxxl 3 года назад
The Outro Song was amazing ahahaha
@Grammostola
@Grammostola 3 года назад
Probably the best "why Raytracing is so important"-video I´ve seen so far.
@OroborOSX11
@OroborOSX11 3 года назад
I absolutely love this. Would love even more detailed breakdowns of complex topics in lighting, materials (PBR in particular), evolutions in modeling, etc. Great work!
@DGFTardin
@DGFTardin 3 года назад
I was missing Alex, great to have him back
@strgazer24
@strgazer24 3 года назад
This type of content is why we all love df
@Mastersaifer
@Mastersaifer 3 года назад
This is incredible work, Alex. I need to watch it like three more times to retain it all, but if I was a teacher I would proudly show this to my class. Well done!
@cosmic_gate476
@cosmic_gate476 3 года назад
17:33 is literally what Venus looks like, due to the dense clouds and no bounced lighting from nearby objects.
@mattdhargett
@mattdhargett 3 года назад
Great shoutout to Remember Me!
@C4-CCA
@C4-CCA Месяц назад
I love this channel. It's so entertaining and probably the only one who covers these topics so extensively
@theusual5uspect
@theusual5uspect 3 года назад
I really enjoyed this. I’d highly recommend using Cycles and Eevee in Blender to showcase these effects, would really allow precise demonstration that some of the diagrams can’t easily convey. Especially things like screen space effects which were glossed over a bit.
@TheSliderW
@TheSliderW 3 года назад
isn't screen space basically cube mapping ? Edit, oh, no I was thinking about something else. Yes, screen space reflections are an entire different thing using a specific screen buffer to provide the colour data to other objects in the scene but mostly for reflections.
@theusual5uspect
@theusual5uspect 3 года назад
@@TheSliderW no, it’s basically in a very basic sense copy pasting what’s on the screen, that’s why the trees disappear when you look down at the water in a game like far cry. A cube map isn’t limited by screen space.
@GTD_Galatea
@GTD_Galatea 3 года назад
I feel enlightened after watching this video. Please make more videos focused on the tech behind the games we play in the future.
@dannonyogurt98
@dannonyogurt98 3 года назад
10:22 who else has that StarCraft theme burned into their skull?
@Xator
@Xator 3 года назад
This guy!!! ;-P
@offspringfan89
@offspringfan89 3 года назад
Terran Theme 1, my favourite!
@gingersnaps6941
@gingersnaps6941 3 года назад
Was looking for this comment.
@ThomasTrala
@ThomasTrala 3 года назад
My exact thought! Glad I wasn't the only one!
@thyroid99
@thyroid99 3 года назад
Now I have to find the track to get it out of my head lol
@mariobarbara2893
@mariobarbara2893 7 месяцев назад
Studying for college was never made this easy. Thank you for helping me on my exam. I never thought this channel, that I watch ever since I was a kid back in 2014 would help me in college. Thank you so so much from Portugal, DF.
@Daniel-yz3zf
@Daniel-yz3zf 3 года назад
I think these are very important videos in the context of this channel. I think you guys overestimate the amount of people that actually understand what you talk about in your videos! I genuinely believe a large majority of your viewers are very casual with not much deep technical knowledge, who may not even understand any of the terms or techniques you discuss... so these videos are important ways to bring those viewers in even more.
@F7GOS
@F7GOS 3 года назад
Love a Cheeky Tech Focus Video - especially when it is so clear, concise and entertaining.
@resonatingraptorid6519
@resonatingraptorid6519 3 года назад
Thank you for shedding light on this
@DTKblaster
@DTKblaster 3 года назад
This was fantastic! I'd love to see a similar Tech focus episode looking at the evolution of shaders and the hardware they run on, from pre DX9c fixed function HW with non-programable shaders, through the DX10 era with the G80/HD series cards up to modern DX12 stuff :)
@goonerlee
@goonerlee 3 года назад
Thank you Alex and the rest of the team. I have learnt so much from you guys in the last couple of years.
@joey199412
@joey199412 3 года назад
Amazing video, this helped me understand lighting in game development more.
@Depi115
@Depi115 3 года назад
Fantastic, thanks for this, was waiting for a new tech focus. Would be much appreciated if you did them more often.
@Navhkrin
@Navhkrin 3 года назад
It was a bit ambiguous to explain fill color after light maps even though fill color is the oldest technique in the list (predating even the direct illumination) but very well made video! Fill color is basically act drawing things as they are without any lightning calculations.
@rx1834
@rx1834 Год назад
A brilliant essay, very well-done. And it's an important one to watch to fully understand DF videos and the technology they talk about.
@CesconetoG
@CesconetoG 3 года назад
One of the best Digital Foundry videos ever! Please do one more talking about the other techniques!
@fabrigarciacartoons
@fabrigarciacartoons 3 года назад
This is one more reason why DF are the true lords of knowledge
@sheldonpetrie3706
@sheldonpetrie3706 3 года назад
You don't need rasterization when you've got Family. I will always appreciated an excellent Pitch Black reference.
@glinteastwood
@glinteastwood 3 года назад
This is so elegantly laid out. Fantastic work!
@robbroc
@robbroc 3 года назад
This channel is very unique. It's hard to find a channel that gives you all the informations to understand complex topics, in a understandable way. Your work helped me to find the inspiration for my master thesis in computer graphics. Thank you (sorry for my English)
@Paddydapro
@Paddydapro 3 года назад
Holy shit, this is one of the best videos you guys have done, also special thanks to Alex for his in depth presentation it really seemed like a single take :o Auf Wiedersehn!
@ramyabouhassan
@ramyabouhassan 3 года назад
YEAH Ive been save from boredom now with this video i can distract myself for a while, thanks for such deepdives love the content and detail as always
@TilSkywalker
@TilSkywalker 3 года назад
So glad the bespoke Tech focus videos are back!
@MrBurtbackerack
@MrBurtbackerack 3 года назад
Love these videos not just for the content itself but the comment section is usually more chill with the more tech nerd types coming out and the gaming fanboys mostly gone.
@Yura-Sensei
@Yura-Sensei 3 года назад
your favorite game sux balls
@georgelopez9411
@georgelopez9411 3 года назад
Amazing. Would love a "Lumen vs Real-time raytracing" tech focus
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
Lumen is not as precise but runs a lot better and doesn't require hardware acceleration. Pretty much sums it up. It just uses and combines several different forms of tracing instead of triangle tracing like RTGI.
@matthewpokora336
@matthewpokora336 3 года назад
I may be a minority here but I generally only really understand about 30% of the topics covered by you guys at DF. However, the way you all present the information and content is done is such a great way that, regardless of how much I understand, i find it utterly fascinating and genuinely look forward to every video you guys make. Thanks
@Jprime777
@Jprime777 3 года назад
Great video, this shone some light on the topic. I feel brighter already.
@Literal32
@Literal32 3 года назад
Love the use of the Turok character model. Always a blast to see in your videos
@pengunara8178
@pengunara8178 3 года назад
Wow. I didn't knew that indirect lighting in last of us 2 is so complex. Also I didn't knew that these techniques were discovered/invented years, no decades ago! Kudos to genius developers! Fantastic video! Thank You!
@bloodlustuponme
@bloodlustuponme 3 года назад
10:21 That StarCraft/Brood War music brings back memories. *injects Stim pack*
@davidfernandez9
@davidfernandez9 3 года назад
Digital foundry is crushing it for the last 2 years or so. What an amazing team! Keep up the good work 👍👍
@Skeames1214
@Skeames1214 3 года назад
amazing video alex, been watching DF for a long time, and this demystified a ton of visual effects my eyes could see but my brain couldn't comprehend. great, great work.
@IuriFiedoruk
@IuriFiedoruk 3 года назад
Excellent video. It is much needed that some techinical stuff is explained in detail like this, so people can understand to appreciate or criticize the implementation used in their favorite games.
@Tactic3d
@Tactic3d 2 года назад
wow! What a great video! It's detailed, well explained, and required a lot of work. Respect.
@Sperry21322
@Sperry21322 3 года назад
I feel like I am back in school and loving it!
@chumpwhizii
@chumpwhizii 3 года назад
DF is knocking it out of the park as of late, great work all.
@Gucc111
@Gucc111 3 года назад
Such a great video Alex, Digital Foundry is probably the only channel that can keep my attention for 30 minutes straight.
@oneandonlyjark
@oneandonlyjark 3 года назад
Back in my day, we learned this as: specular + ambient + diffuse lighting sources
@ShadyFurball1
@ShadyFurball1 3 года назад
Excellent work. First time seeing Alex without his headphones I think.
@Schraiber
@Schraiber 3 года назад
I just started the video and I'm already so excited
@GeekdomCentral
@GeekdomCentral 3 года назад
So happy to see Tech Focus coming back. Tremendous video as always!
@alexsilva28
@alexsilva28 3 года назад
That was really informative and explained a ton of things I noticed from years of playing games but never bothered to research or try to understand. Fantastic video
@mah_alhaddabi97
@mah_alhaddabi97 3 года назад
I’m saving this video for people who keep ask me why we need such thing as ray tracing and good implementation of global illumination.
@TheSliderW
@TheSliderW 3 года назад
Oh wow, I wasn't expecting you to dive so deep into the subject. That was much more informative than expected. Great work !!
@dustarma
@dustarma 3 года назад
I wish you had showed some examples from Sonic Unleashed, given just how high quality its prebaked and dynamic lighting was for a 2008 game.
@gurkiratsingh8747
@gurkiratsingh8747 3 года назад
0:50 I remember this, Remember Me
@RiasatSalminSami
@RiasatSalminSami 3 года назад
I can watch these videos all day. So good and educational. Btw, wtf, the top 2 comments are from 1 month ago while the video was just released 1 day ago.
@Demmrir
@Demmrir 3 года назад
Know what'd be really fun to see? A ray-traced Doom 3. Substantially better quality models than Quake 2 with actual bumpmaps and such, but also it's a game with the harshest direct lighting in existence and global illumination would fix one of two primary complaints with the game (how goddamn black it is).
@cosmic_gate476
@cosmic_gate476 3 года назад
The other thing is the movespeed and mechanics, which I doubt would change lol
@concinnus
@concinnus 3 года назад
Since Doom 2016 was a reboot, this seems unlikely. Maybe a prequel with a Doom 3 level design would work though.
@TonkarzOfSolSystem
@TonkarzOfSolSystem 3 года назад
The game isn't designed for less blackness. It would be an interesting tech demo but as a game it would only be fun by chance.
@tiarkrezar
@tiarkrezar 3 года назад
It'd easily be the most impressive way to show off what global illumination can do, especially as it was designed to have many moving light sources. Most other games since the late 90s at least attempted to approximate GI in some way, while Doom 3 just went "lolno, pitch-black ambient is all you get"
@Whisper117s
@Whisper117s 3 года назад
I understand the appeal but as TonkarzOfSolSystem said, the game would completely break as it'd lose its main feature: being afraid of what can come out of...pitch darkness. What could be interesting tho is raytraced shadows to get rid of those horrible shadow edges !
@ReneHoffmann194
@ReneHoffmann194 3 года назад
Well explained. I love this type of content. Thanks a lot.
@samza9622
@samza9622 3 года назад
It's the most taxing ray tracing effect it's crazy that metro exodus has it on console especially being 60fps and the resolution it's at.
@samcs06
@samcs06 3 года назад
Really hope other developers see that it's possible and try to use the same approach
@guspaz
@guspaz 3 года назад
We'll eventually see all games migrate to it as sufficient raytracing performance is available on lower and lower end cards and as the market share of non-raytracing cards shrinks. Sort of like how Doom 3 more or less sounded the death knell of DX7-class cards (though the popularity of the GF2-in-disguise GF4 MX required an exception). Metro Exodus might be the first game to require it (though that's actually debatable since the "non-enhanced" edition exists as the fallback), but there will be more, at an increasing rate, until all games do.
@sushimshah2896
@sushimshah2896 3 года назад
Isn't RT reflections more taxing?
@theninjamaster67
@theninjamaster67 3 года назад
@@sushimshah2896 Technically yes but there are games with 60fps ray traced modes on console you just gotta make some smart optimizations to make it possible.
@sergeysiminyuk
@sergeysiminyuk 3 года назад
@@theninjamaster67 consoles most likely will see RTGI along with reflections and shadows in at least 3-4 years when RT techniques evolve enough to run on the weaker RT hardware. Granted the Xbox has the potential to do it earlier if DirectML delivers something close to DLSS.
@wmka
@wmka 2 года назад
Watched til the end. Wasn't disappointed. Thank you and have a good one.
@robertforster8984
@robertforster8984 3 года назад
What about SVOGI and Voxel Cone Tracing?
@ThisguyQuake
@ThisguyQuake 3 года назад
Amazing videos thanks for taking the time. This should be shown in schools…
@MangoBS
@MangoBS 3 года назад
I really enjoy the tech focus videos. Please continue to make many more.
@yoyo-nf1ww
@yoyo-nf1ww 3 года назад
I've learned so much from where I knew nothing about that topic, Thank you mate. = - )
@vesselinkrastev
@vesselinkrastev 3 года назад
Outstanding work! Very informative. I love Alex's tech focus videos!
@thierry2720
@thierry2720 3 года назад
And that goes immediately into my Reference folder!
@testus86
@testus86 3 года назад
This video remembers me computer graphics 1, 2 course on university where we had to program a ray tracer.
@fcfdroid
@fcfdroid 3 года назад
Pretty cool! Next can we have a latency explanation when online gaming? Such as: net code, ping, server tick rate, and refresh rate vs frame timing. I think we'll all eat that up😏
@gurkiratsingh8747
@gurkiratsingh8747 3 года назад
18:25 Wasn't expecting this naughty game to show up
@zianyang1011
@zianyang1011 3 года назад
the very reason I am subscribed to this channel in the first place.
@jaytb6458
@jaytb6458 3 года назад
I'm always looking forward to videos like these. Keep up the great work!
@BeatCrazey
@BeatCrazey 3 года назад
Lovely video! Those diagrams perfectly illustrate what each technique does. I remember learning a lot about them when mapping for both the Source 1 and Source 2 engines...
@taylorrajaniemi8678
@taylorrajaniemi8678 3 года назад
Would love to see more videos like this from the channel - very informative and approachable. Love the examples given, really showcased the points. Thanks for all the hard work!
@carlosnascimento9269
@carlosnascimento9269 3 года назад
This is excellent work, Alex. Congrats.
@tagonizer
@tagonizer 3 года назад
lighting techniques have really had a glow up
@bub1401
@bub1401 3 года назад
I wish y'all would've covered VXGI and SSGI
@okaybutwhythough7456
@okaybutwhythough7456 3 года назад
They've covered SSGI in several videos. VXGI is Voxel Cone Tracing and as far as I know they haven't covered it, but they have covered similar solutions like CryEngine's SVOGI and Lumen, which partially uses voxels. It wasn't a full on in-depth coverage but it was still pretty decent. In short SSGI is pretty limited while VXGI/SVOGI are not as precise as full RTGI.
@Draggobuttboi
@Draggobuttboi 3 года назад
Pretty soon we'll finally get fluid simulation, only 10 years late!
@Lordbugbug
@Lordbugbug 3 года назад
do you think if we got fluid sim, we'd also be able to achieve accurate smoke sim?
@bladerj
@bladerj 3 года назад
we had fluid simulation for years, they just dont implement on games because it is too taxative on consoles cpu, now smoke simulation is something im more interested.
@jashpaper8370
@jashpaper8370 3 года назад
With ML it might be possible within a year or two
@concinnus
@concinnus 3 года назад
As soon as AMD adds ML hardware to their GPUs.
@Lordbugbug
@Lordbugbug 3 года назад
@@concinnus whats ml
@IRDean
@IRDean 3 года назад
Really enjoyed the video. It is clear a lot of time and research went into it. Kudos!
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