![]() its not a button you just click the application or game must be designed when creating it to have the light sources be set as the correct type for ray tracing lighting omnidirectional or direct or other lighting types exist. Which 3d software are you using? was it not working in houdini or maya or blender? or was it not working in unity or unreal or other apps? please explain in more detail. Were you trying for ray casting from the 1970's car commecial where instead of ray tracing rendering the entire world with light and often disabling shadows as they needed twice the perfomance they simply did ray cast shadows based on what the camera could see right in front of it based on a specific angle in a tiny wedge of the world.Īre you referring to the traced rays? or fulltracedlightpathways? Did you possibly forget to enable your skinscache or your shadowscache? If you've an AMD computer that may work and perform much faster and better if the caches are done via the CPU instead of the GPU as it seems to for me. which ray tracing function and method are you using? you see you cant have an analog tv work without light.Īll those animated news and lives sports events animated logos and colourful shiny words saying "instant replay" or "superbowl2000" or whatever. Its analog tech from analog tv's that use lighting. every hardware device capable of running software and outputting to display ray traces you just need to use the right display renderer and output methods. What makes you think the 60's and 70's ray tracing software and apps like blender and unreal engine and other things stopped existing? rtx is a chip that improves speed of ray tracing by about 10%. also i dont normally need to use DLSS or other lame stuff just ray trace away get about 100fps? ryzen 5700G and 5700XT but its literally all just software zero hardware requirements. nvidia still cant really do proper true reality simulations or even properly ray trace 10% faster rtx chip or not. Its way better than **bleep**ty ray ancient 60's and 70's AMD ray tracing ray casting or other ray methods type them in and test it out if you dont believe me. go enhancedsuperprofullvectortruelightpathways10+next maybe? ![]() ![]() maybe use dualrelfectionslayers and SSSR or whatever to make it pretty. just make a registry key expandable string VXR or DXR or type it out fully DIRECTXRAYTRACING or something. Generally microsoft or vulkan or somebody did a better job than you ever would so use theirs even with default settings instead. but needs lots of tweaking performance/vs quality for your custom usecase. its more "works with everything" those documentation and notes about the VK_KHR_RT is for how to code it into your own OS or game engine which doesnt take long. and its great.īut if you feel that relying on the game engine software for ray tracing is restrictive or limiting. So uhh you can type in enhancedsuperprofullTRUERTX10+NEXT and game away on anything AMD ever with the word radeon written on the box. i ray trace the heck out of everything with my snapdragon chip mobile phones which have AMD adreno GPU r圆30 (radeon mobile) LG V60. you can use unreal engine 3.0 or 5.0 or unity or cryengine for voxel based ray tracing that works fine with directx11 and non rtx. ![]() Well you see the RTX chip in certain new cards just means the tricky lighting parts which slow things down alot can go about 10% faster if you have the RTX chip than not (think of it as duct taping a calculator to your GPU for more maths to calculate angles of light 10% faster?)īut since its all just software. you can render your games in realtime on AMD since like playstation3 in very high toy story 4 looking quality in thousands of FPS and like trillions of resolution. ![]() its how all the 3d movie software works and animations. Ray tracing is a software thing from the 60's and 70's largely. ![]()
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