Peh said: 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 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?" |
Correct. Wolfenstein 3D did have Ray Casting. Glad you picked up on that.
Ray Casting is a Ray Tracing Algorithm.
Ray Casting -is- Ray Tracing.
Just like how modern games are using Path Tracing, that is also a Ray Tracing Algorithm. - Are there higher quality, more expensive implementations than Path Tracing? Absolutely.
Another form of tracing is Voxel Ray Tracing, which is what was demonstrated in CryEngine and Unreal Engine 5.
https://www.eurogamer.net/articles/digitalfoundry-2020-unreal-engine-5-playstation-5-tech-demo-analysis
Peh said: 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. Radiosity, ray tracing, beam tracing, cone tracing, path tracing, volumetric path tracing, Metropolis light transport, ambient occlusion, photon mapping, signed 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. |
And Again... Conker used a Hemisphere lighting model which shoots a single ray of light. A single Ray. That is still Ray Tracing.
Arguing this is absolutely pointless as the evidence is there.
And you are right, it is incomparable to modern engines, they use different lighting models, the point is... Ray Tracing is an "umbrella" term that encompasses a multitude of approaches to a single problem... But for all intents and purposes games have been using Ray Tracing for decades.
Path Tracing, Beam Tracing, Voxel Cone Tracing, Photon Mapping and more are all Ray Tracing algorithms.
https://en.wikipedia.org/wiki/Beam_tracing
https://en.wikipedia.org/wiki/Cone_tracing
https://en.wikipedia.org/wiki/Path_tracing
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