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Path Tracing (better than Ray Tracing)

Hi all,

 

I've been playing around with path tracing lately and have run across the Octane Renderer 4. This is a brilliant piece of software that uses your GPU to perform path tracing on a scene. Path tracing is way superior than Ray Tracing. There is a demo to download which can be run on Mac, Windows and Linux along with a benchmark.

 

I've only got a lowly ;) GTX760. What I'd like is for as many people on here to download it and give it a go so we can post some raw path tracing numbers for comparison. Maybe, just maybe we could get Linus to adopt it when testing all the graphics cards.

 

Remember an RTX card only uses ray tracing, and it does this only on shadows (black and white). It also only does it at a resolution of 1 sample per pixel (the denoiser then kicks in). I'd like to see what path tracing looks like and how long it takes at 1000 samples per pixel :)

 

What do you all think? Can this be achieved?

 

Thanks all :)

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Considering the company Imagination made a GPU that was mobile based many years before RTX was announced able to do ray tracing similar to the RTX lineup at a tiny tdp of something like 15W. I would say an ASIC daughter board that just plugs into your PCIE slot sounds much more efficient and has a better upgrade path than jamming everything onto a GPU. Ray tracing is at the point of PhysX. It definitely isn't the only option on the market to push ray tracing

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Just keeping this here as a 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Don't forget RTX is reverse ray-tracing, it traces from the eye into the scene vs true raytracing which goes from the light source.  I doubt they would have chosen that method if there was a more efficient alternative.

 

As for dedicated cards, some of us have ITX gaming PCs with no spare PCIe slots.  People are also reluctant to buy dedicated cards for stuff like that, just look at PhysX as an example. 

By pushing it all onto the GPU its easier to get more people to buy it plus there may also be cases where they are using the same data so having them all running on the same pool of memory would be beneficial.

There is also the fact a lot of motherboards only have one direct PCIe x16 path to the CPU, with others going via the chipset.  By having RTX in the GPU it ALWAYS gets the most efficient path to the CPU.

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But, the point is that the RTX cards are a fudge. You still have to do all the tricks that the game designers do for the rasterisation step. Using Path Tracing you get rid of all of those "tricks" so that the designer can concentrate on the scene instead of telling the GPU to work around rasterisation's shortcomings. Ray tracing traces a single ray until it hits an object. Path tracing, on the other hand, bounces a ray around until it cannot be seen. To get better quality, you just up the samples per pixel. 

 

This is why I'd like others to see what they get on their GPUs using path tracing. We would then get an idea of how far the current cards are away from using this in games. Path tracing is not perfect, but it's the best way to get to near photo realism.

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But that's the whole point, at this point it HAS to be an iterative technology.  If path tracing could solve the problem right now, why hasn't someone done it?

 

By doing it the way they have with RTX it can be implemented gradually as the technology becomes more capable, rather than having to wait until that point before implementing it at all.

Developers are also likely to want to retain some creative control rather than HAVING to render everything completely accurately.  I'd imagine there are games where rendering them completely realistically would actually be detrimental to the artists desired appearance.

Remember, this is not just nVidia here, Microsoft are pushing raytracing in DirectX.  I find it doubtful they would be doing that if there was a better alternative. (although I don't mind being proven wrong)

RTX can sit on-top of existing game engines and be turned on and off, depending on if your card is capable. all using the same assets.  It sounds like path tracing would need a completely different rendering path, doubling the work for developers.

While the eventual aim may be to render a whole game realistically, its not going to happen overnight as games still need to support the people who don't have that option.

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