By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Pemalite said:
Peh said:

Since when did consoles rendered scenes with Raytracing in realtime?

For decades.

Conker: Live and Reloaded had a single bounce light which is... You guessed it. Ray Tracing.
https://fileadmin.cs.lth.se/cs/Education/EDAN35/lectures/Stefanov10-gi-in-games-notes.pdf

Doom 1993 actually used Ray Casting for it's lighting model... Which you guessed it. Is a Ray Tracing Algorithm.

https://en.wikipedia.org/wiki/Doom_(1993_video_game)
https://en.wikipedia.org/wiki/Ray_casting

So not only have you been privileged to enjoy Ray Tracing in video games for the better part of almost 30 years, but you didn't even know it.

Ray Tracing isn't a *singular* thing, it's actually a name for a group of different algorithms, with varying degrees of complexity and thus computational requirements...

As we gain more computing resources... Ray Tracing in turn has gotten more complex to the point where it's become necessary to offload it to dedicated hardware processing cores.
Rasterization will for all intents and purposes still underpin all 3D rendering for years to come, just like it always has.

Dude, you are grasping at straws here. 

"So not only have you been privileged to enjoy Ray Tracing in video games for the better part of almost 30 years, but you didn't even know it."

You should stop making assumption about me. Makes you appear rather silly. 

Wolfenstein 3D Raycasting that was also used as an advanced version in Doom:

Raycasting (lodev.org)

Raycasting is not the same as raytracing! Raycasting is a fast semi-3D technique that works in realtime even on 4MHz graphical calculators, while raytracing is a realistic rendering technique that supports reflections and shadows in true 3D scenes, and only recently computers became fast enough to do it in realtime for reasonably high resolutions and complex scenes.

My question: "Since when did consoles rendered scenes with Raytracing in realtime?"

Raycasting it is not. 

Now let's focus on Conker.

Conker uses Global Illumination. GI is NOT Raytracing. Global Illumination is rather a group of algorithms. I've seen you doing that mistake in a different thread. Let me link the wikipage for you: 

Global illumination - Wikipedia

Images rendered using global illumination algorithms often appear more photorealistic than those using only direct illumination algorithms. However, such images are computationally more expensive and consequently much slower to generate. One common approach is to compute the global illumination of a scene and store that information with the geometry (e.g., radiosity). The stored data can then be used to generate images from different viewpoints for generating walkthroughs of a scene without having to go through expensive lighting calculations repeatedly.

Radiosityray tracingbeam tracingcone tracingpath tracingvolumetric path tracingMetropolis light transportambient occlusionphoton mappingsigned distance field and image-based lighting are all examples of algorithms used in global illumination, some of which may be used together to yield results that are not fast, but accurate.

Raytracing is just one algorithm that can be used for GI. That's it. In the document about Conker it is not mentioned which exact algorithm is being used. It could be Raytracing, it could be something else. But let's go with Raytracing. They used 1 ray to get GI in the game. OK, wow. *slow clap* 

How does that compare to the current usage with real time Raytracing nowadays for the new consoles? It does not. Let me take the opportunity of being silly here: "Raytracing is an industry buzzword for the new consoles because my old VHS player could do raytracing by playing the movie Toy Story. Raytracing has been there for several decades." How does that sound? That's the point I am going for. Raytracing can be done in real time in modern games and that's also thanks to the denoiser. That's what I am going for. And I don't think it is a industry buzzword and I am not wrong with my original response. 



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | RTX 3090 FE| Crappy Monitor| HTC Vive Pro :3