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Receipts?
You know.
If Unreal was able to run raytracing. In software mode. Meaning using CPU without acceleration. At 1440p and 30 fps.
They would bankrupt NVidia and earn insane amount of money.
Because nobody, currently, can raytrace this fast using software mode.
Its not raycasting, they have 3 strategies that are applied for different sized objects
I completely agree. Unity is very smart for offering its developers less graphics options like software raytracing. Their also pretty smart about refusing to change their pricing structure to compete with UE5. Most Unity developers won’t switch over anyways, so they make more money.
Citation needed.
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Where’s your evidence of the claim in the first sentence of your original post?
That isn’t what I requiring a citation on.
GPU compute shaders are a hardware level optimization.
This is kinda the point - hardware exposes interface for running an arbitrary code on it. That arbitrary code can be raytracing. If you want some sort of “raytracing chip”, then that would be Fixed Function Pipeline with tardware T&L all over again. There’s a reason why Fixed Function arrived, and ther’es a reason why it has been (largely) displaced by shaders.
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Which doesn’t make it a good idea. Remember Ageia PPU. And see where they are now. Another good one is ASIC miners during crypto boom.
Generically programmable device can last longer, and if someone somehow managed to discover algorithmic optimization, it will be able to implement it. Whil special chip will be going into trash can in which scenario.
I had the Ageia PPU I think the first advanced warfighter game was the only game that I got to play before it was incorporated into nvidia.
Though it was pretty cool, shooting that scud launcher truck and see all the bits that came of it, I think more wheels than was actually attached too it rolled away
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Also, nope.
“We are targeting” does not mean “we’ve achieved it”.
“We’re using raytracing” does not mean “our entire scene is rendered with raytrace tech used in Quake 2 RTX”.
“Ray-tracing is not to far off from doing full dynamic lighting” means “currently we are not using raytracing for full dynamic lighting”.
Our hardware optimized rasterization went all the way from very specialized pipeline (DirectX 7…8 times, before shaders), to general purpose highly parallel processing unit, which can operate on arbitrary data and write into arbitrary data. (NV VXGI, for example, voxelized scene by rendering it).
So it makes sense to use that instead of trying to recreate T&L with specialized chip. Because specialized chip can do only one thing, while general purpose one can do any of them, and in time hardware will get faster.
For exampl, this is 12 years old demo demonstrating voxel rendering on GPU.
At least that’s how I see it.
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Lightmaps are static lighting.
Speaking of which. Dynamic realgim raytraced lighting was achievable, on CPU - in 2003, in glorious 640x480, I believe…
http://www.pouet.net/prod.php?which=9461
However, this is a non-polygonal CSG model with phong lights, and not triangle soup.
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That’s not fully dynamic lighting.
Full dynamic lights mean you can move any light anywhere, at any moment, alter its color and radius and the world will react accordingly.
Unity’s dynamic GI is incapable of that.