Gran Turismo Tech Demo: Real-Time Ray Tracing & Replay Movie Editor

since the time I dream to see this: drool: especially in a car game will have to wait again .. (on console)
even if I think that it would be possible to turn this in the scape mode of sports GT on PS4 by pre-calculating a little the thing ..
but what a mouth it will be in a few years: drool:
Briefly the next modes photos ..: angel:
 
...here is exactly why GTSport with it's current engine development cannot have dynamic time of day... look at how long it takes for console to load up new set of shader parameters and global illumination



Hope they can overcome this...
 
...here is exactly why GTSport with it's current engine development cannot have dynamic time of day... look at how long it takes for console to load up new set of shader parameters and global illumination



Hope they can overcome this...


Maybe on PS5 will be avavable to load more faster
 
...it is bound to engine solutions, it needs to be changed in engine... but on current consoles it would degrade visuals...
To be honest this is all obscure they have a unknown game engine for the public? And also we don't know how it will be the PS5 graphics in general....
 
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.

That doesn't have anything to do with shaders being "too primitive" though. That's literally all art direction. You can also have cg ad-quality super clean cars in real life with a fresh wax job that looks almost too picture perfect.

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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.

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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).

Are you sure everything here is ray traced (not just the reflections ?).
 
Are you sure everything here is ray traced (not just the reflections ?).
Look closely at the darker areas of the image when the E-Type is shown off. You'll notice that the image is noticeably more grainy compared to first segment of the presentation, which is tell-tale sign of raytraced lighting.
 
Are you sure everything here is ray traced (not just the reflections ?).

Yeah. The PD presenter showed off more than just reflections in the demo. He mentioned the global illumination being done by ray-tracing and showed he could manipulate the light source dynamically and have the reflections change accordingly. You can also see it in the quality of their shadows with the penumbra effect in addition to very refined details.

gtsportrt.png
 
@Vspectra Huhh, interesting. This does seem far fetched to be happening in game. But perhaps it will work for photomode and the next generations Scapes mode. I'd love it for replays as well.

We're now reaching the uncanny valley though :lol:
 
@Vspectra Huhh, interesting. This does seem far fetched to be happening in game. But perhaps it will work for photomode and the next generations Scapes mode. I'd love it for replays as well.

We're now reaching the uncanny valley though :lol:

I think They could implement a limited Ray tracing capabilities to the photo mode of GTSport, but will they? In the video they mentioned the materials of GTSports cars are already working with the ray tracing, so why not?
 
PS4 can't handle it in any capacity. Not even in scapes.
In reality you don’t need too much power, a lot of ray-tracing programs (v-ray, octane, corona) can work with even a low end PCs, so the PS4 is very capable, on top of that in this GTSPORT demo it’s not a high samples Ray Tracing solution. It will take a little longer to render than what we have in the game today but it’s not impossible.
 
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In reality you don’t need too much power, a lot of ray-tracing programs (v-ray, octane, corona) can work with even a low end PCs, so the PS4 is very capable, on top of that in this GTSPORT demo it’s not a high samples Ray Tracing solution. It will take a little longer to render than what we have in the game today but it’s not impossible.
Might as well patch it into GT5, the CELL processor had some ray tracing demos for it back in the day.
 
In reality you don’t need too much power, a lot of ray-tracing programs (v-ray, octane, corona) can work with even a low end PCs, so the PS4 is very capable, on top of that in this GTSPORT demo it’s not a high samples Ray Tracing solution. It will take a little longer to render than what we have in the game today but it’s not impossible.
?????
You need the max power to calculate REAL TIME Ray tracing.
to make a photo, a little PC is ok but you need a lot of time.
to make real time Nvidia have made a graphic card called : Quadro RTX 8000
they cost 10.000$ !
 
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********. We are sitting IN car. We need pin sharp cockpit view. Now its blurry, soft and nasty jaggy edges in it. 4k oled and ps4 pro...
 
Sorry for the late reply.

Yes that was impressive for a console to have, but the GPU was mid range, and the CPU was and still is a a pile of dung!
Be grateful then that the PS4 Pro costs around $420.

Playstation and XBox are designed so many people got a chance to play the next gen game without digging your pocket for too deep and having a hassle for install and setup (aka just plug and play).

If you want the top of the line GPU and CPU do yourself a favor and build a PC or buy a laptop. Dont be surprised if those costs >$1000 on average.
 
Be grateful then that the PS4 Pro costs around $420.

Playstation and XBox are designed so many people got a chance to play the next gen game without digging your pocket for too deep and having a hassle for install and setup (aka just plug and play).

If you want the top of the line GPU and CPU do yourself a favor and build a PC or buy a laptop. Dont be surprised if those costs >$1000 on average.
That's is not what we are debating! we are debating if the PS4 was high end for its time.
 
I would contend that this is too fast and too noise-free to class as "traditional" path tracing, or even photon mapping.

I reckon this is something like virtual point lights, of which there are now several variants of and tweaks to since it was first described in 1997, particularly in relation to shiny surfaces.

The basic idea is to put some kind of mathematically neat light source (e.g. point light, spherical light, area light etc.) into the scene wherever a "light ray" bounces, then "bulk render" that light source as normal (like a shadow map projection into the scene). This has the advantage of running pretty fast on current graphics hardware for many light sources, and the "bulk" (full-screen, like a rasteriser) aspect removes the undesirable noisy look.

It is still technically some kind of photon tracking approach, so it can still be called ray tracing. It's very similar to some recent real time global illumination implementations in games, but more fine grained and not just for diffuse lighting. The way the shading detail builds and shimmers in PD's video is indicative of light sources being "added" to the scene over time.

Since not all of the scene is dynamic, a lot of the ray bounces and light sources can be computed and optimised before rendering, again like many current GI systems. Even the car can have a lot of pre-computation applied, e.g. within a bounding volume, corresponding to key parts of its geometry (esp. the interior), vastly simplifying the actual "ray-intersection" step by only checking between the already pre-computed light sources and simply tweaking their parameters according to the prevailing orientations. (There are similar approaches used in dynamic room / environment reverb simulations).

The quality of the reflections in the chrome parts might be the result of a dedicated approach to those especially reflective (mirror-like) materials, similar to Battlefield 5's ray traced reflections.


Here's an up-to-the-minute comparison of a few common techniques:
 
Wasn't GDDR5 for Graphic cards at the time?
Indeed! Using mega fast GDDR5 memory as unified system memory to overcome the inherent memory bandwidth issues APU's have was pretty cool!

As I said, you just can't do that on a PC (Although you could just not use an APU :D ).
 
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