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Pemalite said:
HollyGamer said:

Cryengine that u shows is still not even the same level nor the same type . It's not even the same ray tracing technique, that exist on modern GPU. You just shows. Even Crytek it self just shows their " real Ray Tracing " using AMD GPu

...Ummm. That is exactly my point? Haven't you read anything I posted or the evidence I have presented?

That Real time ray tracing demo is actually from CryEngine 5.5.
The demo I provided prior is from CryEngine 3.0... There is a decades worth of difference in development there.

HollyGamer said:

That's what i call raytracing.

What you call Ray Tracing is irrelevant, Ray Tracing is Ray Tracing whether you like it or not... You nor I are in a position to dictate what tracing is or isn't for the entire movie/gaming/technology community.

HollyGamer said:

And also you are confused by Ray tracing definition and Real Time global illumination. Real Time raytracing are part of Global Illumination , but not All Global Illumination technique can be considered  "Ray Tracing ". There are several methods on Global illumination , like Voxel-based Global Illumination, Light Propagation Volumes Global Illumination,  Ray Tracing and path tracing etc. https://en.wikipedia.org/wiki/Global_illumination

False. I am not confusing Global Illumination and Ray Tracing, please go back and re-read my posts and read the evidence.

And you are correct, not all Global Illumination techniques can be considered ray tracing, many G.I implementations rely on Radiosity for example... I know what I am talking about here.

And everything else you listed... I have already touched upon prior. (Again, the importance of being bothered to actually read my posts.)


HollyGamer said:

The link that you shows (Cryengine 3.0)  are part of global illumination technique , but not ray tracing or even path tracing. 

Again. The Importance of Reading and watching the evidence I have provided.

I provided a video from CryEngine 3.0 which showcases Partial Ray marching which is Ray Tracing... In-fact many implementations of screen-space ambient occlusion and modern Volumetric Fog can rely on Ray Marching.
https://artis.inrialpes.fr/Membres/Olivier.Hoel/ssao/nVidiaHSAO/ScreenSpaceAO.pdf
http://raytracey.blogspot.com/2011/08/ray-tracing-in-cryengine-3.html

https://docs.cryengine.com/display/SDKDOC2/Volumetric+Fog

Even Unreal Engine from 2011 had some Ray Tracing support.
https://www.nvidia.com/content/PDF/GDC2011/Epic.pdf

It's a  " limited form of ray tracing ". So you prove nothing here on original argument. Is not even implemented on hardware based or used on many games. You cannot compare that to what new arc can do. It will be using different and very different implementation of ray tracing.