Meh. It's an outstanding technical achievment, but as far as visuals go I'm more pumped about light scattering and stuff like that. Half-Life 2's water effects or UnrealEngine 3's shaders make me happier.
<!--QuoteBegin-Talesin+Jun 9 2004, 05:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jun 9 2004, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Raytracing traces every ray of light that passes through a scene <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but isn't there an infinite number of light rays?
Raytracing "casts" a ray from every pixel straight forward and lets this reflect and refract a couple of times on every surface it hits, seeing if it hits a light once.
Raytracing completely renders a scene per pixel (and not per polygon). Pixel/Vertex-shading partically renders some vertexes per pixel (vertexes as virtual pixels in 3d space) but most of the scene is rendered per polygon to save a lot of cpu power but make dynamic objects vertex shaded.
Photorealism aint everything, HL2 has its physics and customizazion, doom3 has its atmosphere and action, and its the low system requirements that makes HL (and its mods) the most online played game for 10 years.
<!--QuoteBegin-Cereal_KillR+Jun 9 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Jun 9 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Jun 9 2004, 05:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jun 9 2004, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Raytracing traces every ray of light that passes through a scene <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but isn't there an infinite number of light rays? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It does it "backwards" though. In real life, an infinite number of rays hits all the surfaces and they bounce in all directions but only some of them actually enter your eyes. Ray tracing starts at the eye and traces the ray (for lack of better words) from there to the light source.
<!--QuoteBegin-Ollj+Jun 9 2004, 03:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jun 9 2004, 03:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... that makes HL (and its mods) the most online played game for 10 years. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> And here's me thinking HL was only released in 1998. Silly me.
<!--QuoteBegin-Seph Kimara+Jun 9 2004, 01:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Seph Kimara @ Jun 9 2004, 01:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DOOManiac+Jun 9 2004, 06:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jun 9 2004, 06:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Am I the only one to find the chess pieces to be the most stunning? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not at all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I am also captivated by the reflections in the chess piece.
Soon now, they will have to invent computers that feed and bathe you as well (and of course waste removal), so we can live in them.
I hope that when they invent such great and good looking stuff, that they also try to make it so that you don't have to own an uber high end machine just to see that...
I like the screens, but WTH can gamers do with it? NOTHING!
<!--QuoteBegin-Cereal_KillR+Jun 9 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Jun 9 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Jun 9 2004, 05:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jun 9 2004, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Raytracing traces every ray of light that passes through a scene <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but isn't there an infinite number of light rays? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> no, because nothing is infinite. there are, however a helluvalotta rays ... to be precise, about one ray for every atom on the surface of the light source is emitted once every "wave" for visible light there are around 4.0*10^14 (red) to 7.9*10^14 (violet) "waves" per second so, yes, theoreticaly and practicaly infinite
Here is what RT does for video games: Compiling a map without any RADiosity calculations shortening compile time by 1/10. You could write an engine that creates and compiles complex randonly generated maps "on the run" with such a fast cpu also.
<!--QuoteBegin-Windelkron+Jun 8 2004, 09:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jun 8 2004, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, how is this different from pixel shaders .. or bump mapping .. or vertical sync .. or volumetric lighting .. or yatta ?
I dont know video card terms <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ray tracing is the process of actually "tracing" each ray of light as it passes through objects and calculating what color it is as it hits the camera. very very intensive stuff... this picture: <a href='http://www.povray.org/community/hof/view/1/' target='_blank'>http://www.povray.org/community/hof/view/1/</a> for example, was made using rt. normally, it would take HOURS to compile, but with this real-time engine, it's well... real time :\.
RT doesn't trace every ray of light - only those that hit the camera. the number of light rays traced depends on the resolution of the final image, of course.
currently, a lot of games-in-development have features similar to what you see in raytracing, but it's not actually RT. think of it as "emulating" the effects of ray tracing.
dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics?
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
If you want to see some realtime raytracing rendered on your own computer, and maybe melt your cpu by trying realtime radiosity, take a look at <a href='http://www.realstorm.com/' target='_blank'>this</a>.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin-Pulse+Jun 9 2004, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pulse @ Jun 9 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you want to see some realtime raytracing rendered on your own computer, and maybe melt your cpu by trying realtime radiosity, take a look at <a href='http://www.realstorm.com/' target='_blank'>this</a>. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Awesome awesome find.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-camO.o+Jun 9 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (camO.o @ Jun 9 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I would. The graphics are great and all, but the gameplay friggin looks amazing to me.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin-Quaunaut+Jun 9 2004, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Jun 9 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-camO.o+Jun 9 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (camO.o @ Jun 9 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator.
<!--QuoteBegin-Ollj+Jun 9 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Jun 9 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here is what RT does for video games: Compiling a map without any RADiosity calculations shortening compile time by 1/10. You could write an engine that creates and compiles complex randonly generated maps "on the run" with such a fast cpu also. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That's how DOOM 3 works. And Unreal has done it for years and years. That's nothing new.
Raytracing is an entirely different manner of doing lighting altogether. A completely fresh approach. That's what makes it fancy.
<!--QuoteBegin-DOOManiac+Jun 10 2004, 03:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DOOManiac @ Jun 10 2004, 03:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Raytracing is an entirely different manner of doing lighting altogether. A completely fresh approach. That's what makes it fancy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Entirely different, yes, but not exactly fresh. I saw demos with realtime raytracing effects way back in 1994. But prior to this no one has tried it with a game, for obvious reasons.
Why is it necessary to develop a new standard? Surely it's an implementation detail <i>how</i> the graphics are drawn. In terms of just enabling and initialising a different OpenGL feature, for example. Why can't you just specify that you want raytracing rather than conventional methods; surely you're still creating objects out of graphical primitives, so why create a new interface?
<!--QuoteBegin-Liku+Jun 9 2004, 08:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liku @ Jun 9 2004, 08:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+Jun 9 2004, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Jun 9 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-camO.o+Jun 9 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (camO.o @ Jun 9 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin-dr.d+Jun 10 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ Jun 10 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Liku+Jun 9 2004, 08:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liku @ Jun 9 2004, 08:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+Jun 9 2004, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Jun 9 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-camO.o+Jun 9 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (camO.o @ Jun 9 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
That aside it is cool looking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yup, I don't care about Graphics to much. Sure it'd be awesome to see the game with the graphics all the way up, but just having a good frame rate's good with me.
QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
<!--QuoteBegin-Liku+Jun 10 2004, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liku @ Jun 10 2004, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-dr.d+Jun 10 2004, 01:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ Jun 10 2004, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Liku+Jun 9 2004, 08:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Liku @ Jun 9 2004, 08:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Quaunaut+Jun 9 2004, 06:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quaunaut @ Jun 9 2004, 06:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-camO.o+Jun 9 2004, 04:08 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (camO.o @ Jun 9 2004, 04:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
That aside it is cool looking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yup, I don't care about Graphics to much. Sure it'd be awesome to see the game with the graphics all the way up, but just having a good frame rate's good with me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Amen amen.
As to raytracing: I'd love to see it in a game. Though my CPU would dai....so much...
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
<!--QuoteBegin-Black Mage+Jun 9 2004, 07:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Black Mage @ Jun 9 2004, 07:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Cereal_KillR+Jun 9 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Jun 9 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Talesin+Jun 9 2004, 05:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jun 9 2004, 05:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Raytracing traces every ray of light that passes through a scene <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but isn't there an infinite number of light rays? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> no, because nothing is infinite. there are, however a helluvalotta rays ... to be precise, about one ray for every atom on the surface of the light source is emitted once every "wave" for visible light there are around 4.0*10^14 (red) to 7.9*10^14 (violet) "waves" per second so, yes, theoreticaly and practicaly infinite <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I am by no means a technical person but wouldnt you only need the amount of rays corresponding to how many pixels you want filled?
Comments
but isn't there an infinite number of light rays?
Raytracing completely renders a scene per pixel (and not per polygon).
Pixel/Vertex-shading partically renders some vertexes per pixel (vertexes as virtual pixels in 3d space) but most of the scene is rendered per polygon to save a lot of cpu power but make dynamic objects vertex shaded.
Photorealism aint everything, HL2 has its physics and customizazion, doom3 has its atmosphere and action, and its the low system requirements that makes HL (and its mods) the most online played game for 10 years.
but isn't there an infinite number of light rays? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It does it "backwards" though. In real life, an infinite number of rays hits all the surfaces and they bounce in all directions but only some of them actually enter your eyes. Ray tracing starts at the eye and traces the ray (for lack of better words) from there to the light source.
And here's me thinking HL was only released in 1998. Silly me.
If I want visual stunningness I'll go to an art museum, video games should be about physics and gameplay not lighting.
Not at all. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I am also captivated by the reflections in the chess piece.
Soon now, they will have to invent computers that feed and bathe you as well (and of course waste removal), so we can live in them.
------------
There is no spoon.
Oh man, Day of the Tentacle would look so awesome with RT!
What?
I like the screens, but WTH can gamers do with it? NOTHING!
Meh, I'll just wait then...
but isn't there an infinite number of light rays? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no, because nothing is infinite.
there are, however a helluvalotta rays ... to be precise, about one ray for every atom on the surface of the light source is emitted once every "wave" for visible light there are around 4.0*10^14 (red) to 7.9*10^14 (violet) "waves" per second
so, yes, theoreticaly and practicaly infinite
ack, onyl going at 70kbps
GO......
GO i tell you.
Compiling a map without any RADiosity calculations shortening compile time by 1/10.
You could write an engine that creates and compiles complex randonly generated maps "on the run" with such a fast cpu also.
I dont know video card terms <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ray tracing is the process of actually "tracing" each ray of light as it passes through objects and calculating what color it is as it hits the camera. very very intensive stuff... this picture: <a href='http://www.povray.org/community/hof/view/1/' target='_blank'>http://www.povray.org/community/hof/view/1/</a> for example, was made using rt. normally, it would take HOURS to compile, but with this real-time engine, it's well... real time :\.
RT doesn't trace every ray of light - only those that hit the camera. the number of light rays traced depends on the resolution of the final image, of course.
currently, a lot of games-in-development have features similar to what you see in raytracing, but it's not actually RT. think of it as "emulating" the effects of ray tracing.
dr.d: was that supposed to be a joke? do you really want to play the hl2 with hl1's graphics?
Awesome awesome find.
I would. The graphics are great and all, but the gameplay friggin looks amazing to me.
I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator.
Compiling a map without any RADiosity calculations shortening compile time by 1/10.
You could write an engine that creates and compiles complex randonly generated maps "on the run" with such a fast cpu also. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's how DOOM 3 works. And Unreal has done it for years and years. That's nothing new.
Raytracing is an entirely different manner of doing lighting altogether. A completely fresh approach. That's what makes it fancy.
Raytracing is an entirely different manner of doing lighting altogether. A completely fresh approach. That's what makes it fancy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Entirely different, yes, but not exactly fresh. I saw demos with realtime raytracing effects way back in 1994. But prior to this no one has tried it with a game, for obvious reasons.
The idea of using raytracing in an engine meant to be played...
Why is it necessary to develop a new standard? Surely it's an implementation detail <i>how</i> the graphics are drawn. In terms of just enabling and initialising a different OpenGL feature, for example. Why can't you just specify that you want raytracing rather than conventional methods; surely you're still creating objects out of graphical primitives, so why create a new interface?
I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
That aside it is cool looking.
I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
That aside it is cool looking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yup, I don't care about Graphics to much. Sure it'd be awesome to see the game with the graphics all the way up, but just having a good frame rate's good with me.
I would. The graphics are great and all, but the gameplay friggin looks amazing to me. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Word son. Actually, I wouldn't mind because it'd be easy on my computer, and I crave a Manipulator. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No I wasn't joking, as crazy as it might sound I would play a game rendered in 2d if it meant the gameplay and physics would be outstanding. Eye candy is ruining games, RPGs most notably and I'm kind of tired of it really.
That aside it is cool looking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yup, I don't care about Graphics to much. Sure it'd be awesome to see the game with the graphics all the way up, but just having a good frame rate's good with me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Amen amen.
As to raytracing: I'd love to see it in a game. Though my CPU would dai....so much...
but isn't there an infinite number of light rays? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no, because nothing is infinite.
there are, however a helluvalotta rays ... to be precise, about one ray for every atom on the surface of the light source is emitted once every "wave" for visible light there are around 4.0*10^14 (red) to 7.9*10^14 (violet) "waves" per second
so, yes, theoreticaly and practicaly infinite <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I am by no means a technical person but wouldnt you only need the amount of rays corresponding to how many pixels you want filled?