Question Ray Tracing is in all next gen consoles

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Muhammed

Senior member
Jul 8, 2009
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PS5 is now confirmed to have hardware RT, meaning Ray Tracing will now the next standard in making games. RTX will spread into even more games. I am interested to know what those who thought RT will never be mainstream now think?



The straw man in your question is trolling.

AT Moderator ElFenix
 
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zlatan

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Mar 15, 2011
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From what I have read on a handful of papers discussing acceleration structures and hardware arch's, the problem seems to lie in memory consumption more than the actual logic of it, almost every one of them discussed a specific method/technique to mitigate memory problems.
That's the biggest problem, but it is not really solvable in software or in an API. There might be a hardware approach to find the commonality between the rays and then create ray groups to achive much better memory access efficiency. This will be useful in the future hardwares. But today the hibrid ray tracing is limited to one or two effects, and even the overall quality increase is very minor, so building a hardver to solve a problem that affects half a dozen games per year is not to useful, because you can use more ALU with that transistor budget.
 

soresu

Platinum Member
Dec 19, 2014
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That's the biggest problem, but it is not really solvable in software or in an API. There might be a hardware approach to find the commonality between the rays and then create ray groups to achive much better memory access efficiency. This will be useful in the future hardwares. But today the hibrid ray tracing is limited to one or two effects, and even the overall quality increase is very minor, so building a hardver to solve a problem that affects half a dozen games per year is not to useful, because you can use more ALU with that transistor budget.
Not to mention the necessity of denoising to achieve a relatively clean image at real time fps.

I'm excited to see true foveated rendering in action so that we can get an idea what something more limited like console hardware can pull off with it.
 

Guru

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May 5, 2017
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Who cares about current RT GPU's? Even if 100% of games have ray tracing in 3 years time, current gpu's won't be able to handle it at all. Even today you get half the framerate and cheating at ray tracing as we've seen with battlefield, using recurring special effects, rather than real ray tracing and what is done is very little ray tracing with limited scope.

So it doesn't matter for current RTX GPU's what the future holds, because even today's few games with very small and limited ray tracing run terrible with ray tracing on, let alone titles 1,2,3 years in the future.

REAL live ray tracing is at least 5 years away!
 
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Muhammed

Senior member
Jul 8, 2009
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It can't support 32-bit snorm format. The hardware was not designed for this.
What's the importance of supporting this format?
Yes we are probably 20 years away from that.
Don't think so, we are used to say the same thing about hybrid RT 2 years, you never know what sort of advancements we can have, we can already run path traced Quake 2 and Minecraft on current hardware.

ut you need a hardware based solution to achive good performance, so there will be newer hardwares.
We ALREADY have that hardware! if you are somehow thinking consoles will be designed around a certain fixed function hardware that's somehow entirely different from the RTX cores, then rest assured, PC versions will accommodate the kind of RTX acceleration that is necessary to run their games on RTX cards.

because PS5 do this with a different graphics pipeline. If DXR would allow that pipeline, probably the PC hardwares can get the same speed
Remember AMD has to abide by that same DXR pipeline when doing RT on their PC GPUs, so I don't see how PS5 can be completely different from DXR.
 

soresu

Platinum Member
Dec 19, 2014
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we can already run path traced Quake 2 and Minecraft on current hardware
Using these 2 as examples doesn't do the technology any favors in my opinion.

Minecraft uses basic cubic voxels for the most part, and Quake 2 while state of the art in its time is extremely basic in terms of geometry complexity by todays standards.

They had to add all sorts of extra normal maps and such to stop them looking utterly ridiculous as it is.

It's like finally getting a General AI capable of emulating the human brain, and running a rat brain on it instead - certainly doesn't inspire faith in their timeline/roadmap.
 

soresu

Platinum Member
Dec 19, 2014
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Remember AMD has to abide by that same DXR pipeline when doing RT on their PC GPUs, so I don't see how PS5 can be completely different from DXR.
The forthcoming vendor agnostic Vulkan RT extension is also targeted to be close to DXR, though I believe the reason is for code portability rather than anything else.
 
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Mar 11, 2004
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This isn't really news, pretty sure this has been known for some time. This also doesn't change much, as I'm very skeptical that AMD would massively eclipse say a 2080 in ray tracing capability in a console, and that means consoles are going to limit how much ray tracing they can implement. Makes me think they might update this gen much sooner just to update the ray-tracing capability.

Which, I'm fine with ray-tracing, I just don't think the hybrid version that is driving GPU prices up is stupendous. It'll get there eventually, but meh anytime soon. Honestly, I'm more interested in Sony seemingly using the path tracing for 3D positional audio. Heck I'm more hyped for the SSDs in the consoles (especially if Sony's talk about using it to jump right into games and bypass loading/intro/startup screens, and be able to install only the parts of the game you want as well as possibly reducing game file sizes).

I've even talked about how path tracing has gameplay potential, and that it'll shine with VR (I've been calling for mGPU to make a comeback if for nothing but per eye VR rendering, where doubling up would boost the ray-tracing performance quite a bit as well).

Which, I'm actually glad they're putting it in hardware and consumer's hands, but frankly I think they should have relegated ray-tracing as a feature for cloud gaming. Would be a very enticing graphical feature (that would provide benefits regardless of resolution) and there you'd have the resources to possibly do it more in depth. I actually think ray-tracing might have been one of the ways Nvidia won over Nintendo, where in the future Nintendo could stream games with ray-traced graphics (which fits Nintendo's graphical aesthetics).

Honestly, Sony should make A/V receivers with PS5 built-in where it can do path traced object based positional audio. That'd be better than the stupid MQA, and pointlessly high DSD and PCM sample rates.
 

Muhammed

Senior member
Jul 8, 2009
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Sure, sure, just like 4K native games @ 4xMSAA are standard practice on today's consoles. Oh wait...
4XMSAA got replaced with TAA, 4K native is replaced with Checkerboarding on weak hardware, powerful hardware run native 4K @30fps. Next gen consoles will design their games around 4K60 fps too.

Who is going to replace RT? You think developers and Microsoft and Sony went for all the trouble of designing a special hardware acceleration for RT and not use it?
 

soresu

Platinum Member
Dec 19, 2014
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That'd be better than the stupid MQA, and pointlessly high DSD and PCM sample rates.
Preach!

Though DSD isn't technically pointlessly high when you account for the fact that a Delta Sigma DAC (ie 95+%+ of DAC's) does exactly the same thing to a standard digital audio signal, all DSD does is store it in a somewhat similar format.

I have to agree though, you have to have very good ears to tell any difference, and usually I would say that difference is more likely to be in the mastering anyway.
 

ThatBuzzkiller

Golden Member
Nov 14, 2014
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Hard to say anything at all about this and even whether or not it validates Nvidia's inclusion of RT cores into the Turing architecture ...

The DXR pipeline looks to be very high level from an API design perspective in comparison to the rest of D3D12. It's almost like we've gone back to the D3D7 days only this time it's a pipeline specialized specifically for raytracing! If Pascal or Volta can be compatible with the DXR pipeline then there's a good chance that even Imagination Technologies PowerVR hardware could be compatible with the DXR pipeline and could even allow for fixed function hardware acceleration as well too!

Just because Turing's raytracing implementation is compatible with the DXR pipeline does not necessarily mean that AMD's implementation of raytracing has to be compatible with Turing's implementation of raytracing as well. Take for example the Volta architecture, it too is compatible with the DXR pipeline but it's implementation of raytracing remains orthogonal to Turing's and thus incompatible ...

One thing to say for sure about consoles is that their "surface/primitives shaders" will be somewhat different to Turing's"task/mesh shaders". With "primitive shaders", they are able to access group shared memory (LDS memory) like a compute shader can as traditionally known previously with GCN. With "mesh shaders", group shared memory in that case does not work quite the same way as they do with compute shaders so they are more of a special way to drive the vertex shader pipeline. Another thing about mesh shaders according to the GL spec is that they can't support stream-out functionality but primitive shaders can actually work with stream-out functionality since they can be emulated with the help of global ordered append. Even though mesh shaders can perfectly emulate the tessellation pipeline, I do not think it's possible for the current implementation to emulate stream-out since that functionality has strict ordering requirements that can only be guaranteed with global ordered atomics as seen on GCN ...

As far as raytracing is concerned, there are lot's of possibilities and different paths AMD can take on that wildly diverges from Turing's implementation. Instead of using a BVH as implied with Nvidia's presentations they could bake in hardware with another acceleration structure like a kd-tree or a uniform grid. Turing also does not support ray reordering and that is something AMD could potentially explore with consoles to reduce incoherent memory access but at an overhead cost ...

Nvidia may have gotten the direction 'right' so to speak but that doesn't mean that they will automatically get the 'specifics' or 'details' of it right in the future as the DXR pipeline evolves and 'converges' to the "ideal conceptual model". As the DXR pipeline gets potentially updated to a "lower level API" so to speak, there's no telling if Turing's implementation will be able to stand the test of time so easily in the future ... (it could very well be that once consoles launch, how games are designed with raytracing in mind for their hardware can potentially obsolete Turing's implementation of raytracing because of differing implementation characteristics)
 

Guru

Senior member
May 5, 2017
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DXR will depend largely on MS's project scarlet implementation. Microsoft is going to update it to reflect project scarlet functionality and push the DX12/win10 and Xbox 4 with it. Remember x one runs a custom win10 version with dx12 api.

So I expect AMD's implementation for MS to be the closest to what they are going to introduce to desktop, and remember PS5 is going to be released in Q3 2020, its very likely Xbox 4 is going to be released in about the same time frame, maybe 1-3 months earlier/later. So its still a long way off and I think they are still waiting on big Navi, which I think is going to be produced on 7+nm for the consoles.

I expect 2 versions of MS box, one $399 version with weaker GPU and no SSD and a $599 version with a big navi gpu and SSD. I expect similar offerings from Sony as well.
 

zrav

Junior Member
Nov 11, 2017
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Though DSD isn't technically pointlessly high when you account for the fact that a Delta Sigma DAC (ie 95+%+ of DAC's) does exactly the same thing to a standard digital audio signal, all DSD does is store it in a somewhat similar format.
DSD as a format is pointless because it offers no advantages compared to PCM, is space-inefficient and cumbersome to work with from a DSP point of view. The fact that most DACs are Delta Sigma doesn't change this. An analogy of this fallacy would be to say we need to store images in super-sampled one bit formats because inkjet printers also use halftone (dot clouds) to simulate shades.

But we digress
 
Mar 11, 2004
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Preach!

Though DSD isn't technically pointlessly high when you account for the fact that a Delta Sigma DAC (ie 95+%+ of DAC's) does exactly the same thing to a standard digital audio signal, all DSD does is store it in a somewhat similar format.

I have to agree though, you have to have very good ears to tell any difference, and usually I would say that difference is more likely to be in the mastering anyway.

What I'm talking about is stuff like DSD512 and PCM at 768kHz. Sample rate and the like do matter some certainly, but there's companies in the industry pushing them far beyond what is sensible. The dumbest part is how some of them are doing stuff that then cuts all of that out (the aforementioned aspect where they were touting the frequency response of like 5Hz to 100kHz, but then were filtering it to like 20kHz before it ever got to the person's ears making them touting that frequency response basically an outright lie as even if their claim of it affecting the lower frequencies, if you filter it out it can't do that when played through a speaker).

That's why to me these new object based audio paired with modern 3D processing can push things to a new level. Then they'll be able to take into account other things, like measuring the area you're listening in, the equipment you're listening on, and even individual hearing capabilities (where you'll do hearing test and then it'll factor that into EQing the audio for you). And it opens up basically endless amount of subjective benefits, all being cleaner and higher quality from the start than ever before. Sure it stinks that some amazing artists we'll basically never get them at their prime. But then, that's been true for centuries as its not like we had an opportunity to get Beethoven, Mozart, etc.

But yeah we're getting off topic. I do think path tracing should provide an interesting new level for 3D positional audio, and like hearing that Sony seemed to realize that if they're already figuring that data, they might as well use it for more than just lighting/graphics.

One last aside. When I started in college (Mechanical Engineering) in the intro class they had various professors come and talk to us about stuff they're working on (to give an idea of the type of stuff we could do with engineering knowledge). One of them was using the new level of GPU processing being opened up at the time (this would've been I think the year the 9800Pro came out) to do more advanced fluid dynamics, and I think they were specifically looking into how sound waves impact some aspect of engineering. They've since gone on to do some really interesting stuff (it actually cropped up in some news in the past few years, and when I looked into it I saw it was the same professor at the college I went to). I imagine path tracing should bring another level of capability to those types of things. I also remember some other scientist talking about using the 3D processing capability of the Nvidia 6800 to do 3D audio processing.
 

soresu

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Dec 19, 2014
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When I started in college (Mechanical Engineering) in the intro class they had various professors come and talk to us about stuff they're working on (to give an idea of the type of stuff we could do with engineering knowledge). One of them was using the new level of GPU processing being opened up at the time (this would've been I think the year the 9800Pro came out)
You might be about the same age I am, I got a 9800 the year I started university too, couldn't afford a Pro variant at the time though.
 

soresu

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Dec 19, 2014
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I imagine path tracing should bring another level of capability to those types of things. I also remember some other scientist talking about using the 3D processing capability of the Nvidia 6800 to do 3D audio processing.
During my first time in college I remember a non-media track conference day having a talk about using GPU's for something to do with displaying MRI data, seemed pretty amazing at the time, I thnk that was the first time I took an interest in GPGPU computing.
But yeah we're getting off topic. I do think path tracing should provide an interesting new level for 3D positional audio, and like hearing that Sony seemed to realize that if they're already figuring that data, they might as well use it for more than just lighting/graphics.
Both nVidia and AMD have their own respective audio raycasting libraries, and Steam seems to be pursuing a sort of middleware for it (which I think ties in AMD's TrueAudio Next solution).
 

gdansk

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Feb 8, 2011
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PS5 is now confirmed to have hardware RT, meaning Ray Tracing will now the next standard in making games. RTX will spread into even more games. I am interested to know what those who thought RT will never be mainstream now think?
The consoles won't be using RTX, Muhammed. Ray-tracing will be widespread in time but I doubt my RTX 2080 Ti will hold up well by the time it is widespread.
 

Muhammed

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Jul 8, 2009
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The consoles won't be using RTX, Muhammed. Ray-tracing will be widespread in time but I doubt my RTX 2080 Ti will hold up well by the time it is widespread.
I don't detest that. It's not logical to expect the 2080Ti to hold well in RT games after say 4 years, just like it's not logical to expect it to last 4 years in non RT games.

The whole purpose of the thread is to illustrate that RT is here to stay and that it's adoption will increase going forward.
 
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soresu

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I don't detest that. It's not logical to expect the 2080Ti to hold well in RT games after say 4 years, just like it's not logical to expect it to last 4 years in non RT games.

The whole purpose of the thread is to illustrate that RT is here to stay and that it's adoption will increase going forward.
Just a nitpick, detest means hate/dislike, I think you meant contest.
 
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Ottonomous

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May 15, 2014
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Microsoft says Xbox Series X is double the power of Xbox One X, can we safely assume this means 12TF of RDNA compute?
Double as in what though? Fixed-function hardware in special applications like RT? Raster? Regular GPU hardware running a specific RT engine? Too early for speculation
 

GodisanAtheist

Diamond Member
Nov 16, 2006
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Although I was not really sold on NV's early implementations of RT, and I would still say the tech isn't where it needs to be to sway my purchase between a card that is faster at raster vs a card that has RT with all other things being equal, I am glad that the tech will start seeing broader adoption with a solid baseline implementation.

I've been itching to pull the upgrade trigger here on my 980ti, and next year might be the ticket with RDNA2 and 7nm Turing.
 
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