Unimpressive.
Unreal Engine 4 demo had way better graphics 3 years ago. Then 2 years ago they stepped it up even more, delivering graphics that no PC game today even comes close to, not even remotely close. Then this year we got a glimpse of truly next gen graphics - thinking PS5/XB2 graphics in 2019-2020 may get there.
vs.
NV shows 1 mech shooting rockets with smoke where they had to dissect the effects in slow motion for the viewer to even notice some of them.
Unreal Engine 4 demo had way better graphics 3 years ago. Then 2 years ago they stepped it up even more, delivering graphics that no PC game today even comes close to, not even remotely close. Then this year we got a glimpse of truly next gen graphics - thinking PS5/XB2 graphics in 2019-2020 may get there.
vs.
NV shows 1 mech shooting rockets with smoke where they had to dissect the effects in slow motion for the viewer to even notice some of them.
I personally find the infiltrator demo to be just as impressive as the kite one. That was running on a single 680 too.
We've gotten to the point where differences has to be pointed out.
Ultimately it's about graphics. Doing best graphics faster. If they can't show the graphical benefit, what's the point? Maybe as a demo for devs it works
They do show graphical benefits, the demo just simply isn't about best graphics ...
When was it the last time you saw alias-free shadows that didn't have light bleeding ?
Well now with conservative rasterization you can guarantee that ANY primitives that fully and partially cover a pixel will be stored in the primitive buffer which will be useful for rendering high quality shadows as seen in the demo ...
We certainly don't see interactive fluid simulation very often in games but with volume tiled resources it can be done more efficiently which is always a plus ...
I see your point. its best with the youtube explanation.
https://www.youtube.com/watch?v=2Fi1QHhdqV4
We'll have to see about the efficient part. Have my doubts. The ray tracing in particular sounds like it'll take its toll in a more complex scene. You can see the framerate in the video is not that great and its a relatively simple scene. For doing shadows that might be overkill.
Edit: they really could have done a better demo. Why shadows? What they showed is way too much work for shadows that just kinda look better than soft shadows. This information shows it's much more useful https://msdn.microsoft.com/en-us/library/windows/desktop/dn914594(v=vs.85).aspx
"Conservative rasterization is useful in a number of situations, including for certainty in collision detection, occlusion culling, and visibility detection"
Haven't seen the rest of that pcper vid though. Just the mech explanation. Maybe they covered the rest
there is very little need to raytrace shadows, the only reason the shadowmapped versions looked so bad is because they were so low resolution(ie low quality setting most likely). unless you are going to use RT for area lights(at a massive hit to performance) there is no reason for RT on a simple spotlight hard edged shadow.
RT only really comes in to its own when refraction and multiple reflections are involved.
May expect these abilities in a Gameworks' library/middleware one may imagine.
This is not supposed to be a "best graphics" technical showcase ...
This is supposed to show "applications of conservative rasterization and volume tiled resources" for programmers ...
Should be great for things like rendering hair with proper AA. (needs OIT as well.)Conservative rasterization is good for efficient per-pixel accurate shadow mapping as shown in the video but it's also good for things such as voxelization and occlusion culling too ...