Why Ray Tracing in Video Games isn't Very Impressive (yet).

  Рет қаралды 1,687

Adam Srayi

Adam Srayi

Жыл бұрын

In this video I try to explain what raytracing is, it's current state, and its potential future in video games.
Patreon link: / adamsrayi
Background music recorded from The Witcher 3: Wild Hunt Blood and Wine expansion.
#adamsrayi

Пікірлер: 12
@mifiamigahna
@mifiamigahna Жыл бұрын
This is a great video essay! It baffles me that it only has < 100 views.
@SianaGearz
@SianaGearz Жыл бұрын
The Witcher 3 as shown here and most games with fully dynamic time of day and weather have no precomputed lighting, since there's no good way to store it. Baked lighting has been gradually dying. Instead there's a bunch of tricks and techniques that replicate the look of it. One thing you can do is precomputed ambient occlusion, that is, imagine the light comes from all sides, from the whole sky hemisphere, and then you store how much light reaches where, and you have essentially a map of places that the light can and cannot reach, you CAN store that, and then you just multiply your dynamic lighting by that, it makes things a little better, it's not perfect; but it's proven really little need for that with screen space approximate ambient occlusion (SSAO), where upon rendering a depth buffer, you just walk in the vicinity of each pixel in a few directions in the depth buffer and sample it to look for occluders, and it's a pretty sparse trace but it works, you can also incorporate some bias towards the real dynamic light direction into it, that can help too. The technique of precomputed bounce lighting is spectacularly old though. At first it was called Radiosity. Limited to fully diffuse lighting. You can see it in Quake 2, and i think the most prominent title might be Mirror's Edge, that's basically the look, Half-Life 2 used it i think as well. Quake 1 and 3 used direct-lighting baked lightmaps with hand placed secondary lights to simulate bounce instead, that's a commonly used approach as well. Ray tracing doesn't actually simulate photons. It simulates the rays in reverse, as if your eyes were firing them, and then for every hit surface and light source, checking if there's a valid path. But ray tracing hardware can of course do more than just that, path tracing among them. Path tracing is an unbiased algorithm which can be run bidirectionally from the eye or from the light source, and it requires a bunch of extra rays with the hope that it hits a light source OR the eye, it has a wasted ray problem. Don't expect all that much more dynamic worlds from raytracing. Because something that's REALLY good to have is precomputed visibility, or at least visibility that can be quickly tested, thus LARGE, solid and strategically placed occluders to hide most of the objects in the scene from you and from the renderer. An expansion of potential visibility set by one fold (i.e. places that are potentially visible from potentially visible places) or maybe two folds also gives you an audibility set, and a set of script activity, you don't need to compute any logic for entities which are outside this set. Another big problem in destructible world is that you might get yourself in a situation where you're STUCK, where a hole that you made is just the right size to get into it but not out of it, and i don't suppose you have a solution to that. As badly as games handle body presence, you can't even judge whether any given hole is your size or not, you're like a silly little ferret. This fragility of character physics is i think the main reason you generally see exactly as much or as little destruction as carefully foreseen by level designers, because lighting, well with some degradation we can deal with that, we can have it fully dynamic, it doesn't look the best but it works, and occlusion, well we could just have less stuff in general, but there just isn't a solution to getting stuck. One problem why rayracing is of moderate usefulness today is... well when you're doing rayraced production rendering, you fire hundreds of rays per pixel. Your home hardware (PC or console) can maybe do two, maybe 4 if you're extra lucky, a handful. And you're trying to reconstruct a cohesive appearance from that. So using it in moderation helps it visually not fall apart for the time being. I worked on an engine which was used in some Wii and Xbox360 games. So i'm not exactly an industry outsider.
@SianaGearz
@SianaGearz Жыл бұрын
It's a somewhat problematic idea to combine several ambient occlusion techniques, particularly when they might not be consistent. Have you played LA Noire? Well the faces are all live 3D scanned performances, and the texture map includes ambient occlusion from how the light has been set up around a real live actor to wrap around the head, but this light can't reach everywhere quite equally. If you enable ambient occlusion in the game then, you notice that the occluded areas in the faces get occluded twice, while everything else has a little too little occlusion, it looks spectacularly weird. The opposite effect can occur if you have baked occlusion but the characters are not in it, so they'll shine, and won't cast occlusion onto the environment, so you have to figure out some sort of solution to that, but i haven't seen one. At least LA Noire should have probably avoided rendering synthetic ambient occlusion on faces at all, just mask them out entirely. Anyway that's why precomputed ambient occlusion is not preferred. This issue can also occur with baked lighting to an extent, since it has its own occlusion, but SSAO adds more occlusion to it, but it's not so bad since the baked-in occlusion of a real lightmap has less propensity to accumulate and stick in the corners than ambient occlusion.
@christianl728
@christianl728 7 ай бұрын
Great video. It’s shocking to me how few people understand what ray tracing means. You really laid out all the benefits in a great way.
@Vexe
@Vexe Жыл бұрын
Good video! Mostly true! A lot of work actually goes into making scenes simple enough to bake out relatively quickly. Artists will often do several passes, each with more detail, as they get closer to final. So there are lots of techniques and workarounds to get around these downsides, but I have a feeling that people will view this type of light rendering like people view practical effects in movies vs VFX. One is outdated but has a certain charm that can't be really replicated through photo realism.
@AdamSrayi
@AdamSrayi Жыл бұрын
Interesting. Kind of like ps1 demakes, maybe. Traditional lighting might become its own niche style in the future. Hadn't thought of it like that
@HardyPilgrim
@HardyPilgrim 8 ай бұрын
Great video! I’d love to see you revisit this topic regarding Cyberpunk’s overdrive mode with path tracing DLSS 3.5.
@StupidJellyfish
@StupidJellyfish Жыл бұрын
I see a golden age of game development, productivity and creativity once ray tracing becomes the status quo.
@hamza.991
@hamza.991 Жыл бұрын
This is actually a really good video, very informative and easy to understand. How doesn’t this video have at least a million views is unbelievable. Easy like and subscribed.
@Laggy-69
@Laggy-69 Жыл бұрын
W video very imformative Ray tracing is going to be amazing when It is practical. I cant wait to see when what Cyberpunk 2077 just did with ray tracing is the norm.
@ropio299
@ropio299 Жыл бұрын
and now there is path tracing .. also a big step forword :D
@crestofhonor2349
@crestofhonor2349 4 ай бұрын
There were a few path tracing games before too. Minecraft RTX released back in 2020
Optimizing my Game so it Runs on a Potato
19:02
Blargis
Рет қаралды 440 М.
Intuitive Game Design
30:02
Adam Srayi
Рет қаралды 2,4 М.
He sees meat everywhere 😄🥩
00:11
AngLova
Рет қаралды 8 МЛН
Don’t Use Ray Tracing - Even On a 4090
9:30
Graphically Challenged
Рет қаралды 19 М.
Gamifying Pain
26:17
Adam Srayi
Рет қаралды 2,2 М.
They Put A LOT of Effort into This! Cyberpunk 2077 Show.
4:03
SeanathonVGQ
Рет қаралды 3 М.
Games That Understand the Majesty of Solitude
23:24
Adam Srayi
Рет қаралды 1,4 М.
Games You Should Only Play Once
42:36
The Cursed Judge
Рет қаралды 841 М.
I've Gotten Bored of Realism in Graphics
18:33
Good Vibes Gaming
Рет қаралды 34 М.
The Echoes of a Palace
20:34
Adam Srayi
Рет қаралды 843
Why Aren't Games Fun Anymore?
34:15
That Guy Bis
Рет қаралды 955 М.
The Game That Hacks Your Brain
24:43
camwing
Рет қаралды 478 М.
ДОЛГОЖДАННЫЙ СОЮЗ | Сюжет skibidi toilet 75
10:57