Original Post
what's the fps for raytracing?
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Original post by programering
what's the fps for raytracing?
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Original post by Trienco Quote:
Original post by programering
what's the fps for raytracing?
same as the kmh for a vehicle.
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Original post by unreason
Ray-Tracing is pretty much never used for animating a game. The time it takes is simply too long. Depending on the complexity of the scene being rendered, a ray trace can take anywhere from a few seconds to a few hours. The problem is that raytracing provides a lot of realism at the expense of speed. Therefore, games tend to use less intensive techniques. Raytracing is mainly used for art or animations which can be produced in advance. Real-time in-game rendering must be handled by something more efficient.
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If ray tracing was really that much more efficient, some company would have come out of nowhere and ripped both ATI and NVIDIA a new one. Since it hasn't, we can probably conclude that ray tracing just isn't the best tool for the job. :)
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Original post by Pragma
I don't see why you portray the "big companies" as being opposed to ray tracing. The fact is that these companies have a lot of very smart people who think about these things all the time. Why do you think nvidia gives gazillion dollar fellowships to guys like tim purcell?
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Now they just aren't going to replace rasterization. You can't just expect the next gen of cards to just support glBegin(GL_RAY_TRACING) out of the blue. They are doing it gradually with programmability. Features like pixel shader branching are absolutely critical for a gpu ray tracer. If Pixar still does rasterization for first-hit visibility, chances are the real-time guys will be doing so for at least ten years to come.
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Original post by Eelco
yeah i also wonder whatpixars reasons are for this. first hit acceleration is a waste of effort in any even slightly complex scene, since the first hits only make up a small part of the total workload.
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