ethomaz said:
Realtime raytracing is impossible to any actual hardware released in the world... I'm not even putting consoles in this one. Now about Voxel Cone Tracing is a algorithm devivated from the Raytracing that replaces the rays with thick rays... so it is not raytracking... it is a trick to simulate the Raytracking. I don't need to say that one is possible in consoles games and Sony already showed a demo using it. But even so it was demanding... so they changed it to get better performance with similar result. |
Project Spark is using Voxels already instead of Polygons.
To get round the original UE4 method????
Instead of using voxels to store the data, they're using a 3D texture. Like a cube, or a voxel, but stored as an array of 2D textures. Now it was fast, but this had some problems of its own.
The 3D textures were big and required a lot of memory. To fix this partial resident textures are being used. Partial Resident textures are where it chops up an enormous texture into tiny little tiles, and streams only what is needed, saving both RAM and bandwidth.
So powerful you can store textures as big as 3GB in 16MB of RAM(or eSRAM?).
DirectX 11.2 and the X1 chip architecture is built for doing partial resident resources in hardware. Removes the limitations other software implementations had, which held some engines back, such as John Carmack's Rage.
The X1's architecture and data move engines have tile and untile features natively, in hardware.
Both AMD GPUs in PS4 and Xbox One support partial resident textures, but we know for a fact Microsoft added additional dedicated hardware in the X1 architecture to focus on this area beyond AMD's standard implementations. Where Sony did not.