Crytek Bashes Intel's Ray Tracing Plans 151
Vigile writes "Despite all good intentions, Intel continues to see a lot of its work on ray tracing countered not only by their competition, as you'd expect, but also by the very developers that Intel is going to depend on for success in the gaming market. The first major developer to speak on the Intel Larrabee and ray tracing debate was id Software's John Carmack, who basically said that Intel's current plans weren't likely to be implemented soon or ever. This time Cevat Yerli, one of the Crytek developers responsible for the graphically impressive titles Far Cry and Crysis, sees at least 3-5 more years of pure rasterization technology before moving to a hybrid rendering compromise. Intel has previously eschewed the idea of mixed rendering, but with more and more developers chiming in for it, it's likely where gaming will move."
Ray-Tracing Extremely CPU Intensive (Score:4, Insightful)
The best person to ask? (Score:5, Insightful)
why bash? (Score:5, Insightful)
Re:why bash? (Score:3, Insightful)
There are other ways of producing global illumination which is much faster then ray tracing. It's pointless because it's like taking a step back just because we can now bute force simple scenes.
Ray Tracing will still be slow on global illumination anyway. The more reflections you have the longer it takes, so it's not going to look as good too.
Re:The best person to ask? (Score:3, Insightful)
Re:Ray-Tracing Extremely CPU Intensive (Score:3, Insightful)
If I were to mention a number, I would either want at least ~72 frames per second (where the eye/brain would have a hard time discerning between individual frames) or at least match the sync of an ordinary LCD screen at 60 fps.
Re:why bash? (Score:3, Insightful)
Sure it requires (a lot) more cpu-power, but development wise it should all be much more straight-forward. Build the scene and have it rendered.
Right now I'm under the impression that each time you want wow-factor, things are like : build scene, render scene, look for awkward stuff caused by incomplete technology, add tweaks to scene, render again... Repeat process until it all looks good from all corners. If not feasible within given time frame : either prevent user from walking out of the prepared spaces, drop idea altogether or leave it in half-baked and blame it on the drivers.
Well... duh! (Score:5, Insightful)
Keep also in mind that Intel proposes this as a future way of doing rendering. Their hardware is not even here yet. Given this, any prediction below 3 years would be quite surprising.
Re:why bash? (Score:3, Insightful)
And it would still require just as much tweaking to make it look good, and make it fast.
Re:Ray-Tracing Extremely CPU Intensive (Score:5, Insightful)
I don't think anyone denies that ray tracing is lovely etc., but its a question of whether it is remotely feasible to do it on the current generation of CPUs or GPUs. If it takes a cluster of Cell processors (basically super fast number shovels) to render a simple scene you can bet we are some way off from it being viable yet.
Maybe in the mean time it is more suitable for lighting / reflection effects and is used in conjunction with traditional techniques.
simplicity wins (Score:4, Insightful)
Re:why bash? (Score:3, Insightful)
Progress doesn't always come in leaps and bounds. Sometimes, it's about baby steps.
Re:First out of the gate? (Score:5, Insightful)
No. That dubious distinction belongs to Classmates.com, a site launching in 1995 that did quite well for itself and is still going strong. (Oddly.)
Neverwinter Nights, Ultima Online, and Everquest (nay, Evercrack!) were all highly successful and made their creators a lot of money in the short term.
Consider what? Ford went gangbuster when it released the Model T to the market. In the short term, Ford's assembly-line approach effectively handed them the market. Toyota and Honda weren't competitors for nearly 80 years!
Re:Ray-Tracing Extremely CPU Intensive (Score:5, Insightful)
Bullshit. Just the same as raster graphics, the amount of time you spend per frame on ray-tracing is adjusted to your needs and desires. Take, say, a Pixar film. Those are mostly done with raster graphics, with key effects done with ray-tracing. How much time do you reckon it takes to render each of one of those films' frames? (Pixar films are all drawn with Photorealistic Renderman, which is based on the REYES algorithm, which reads like a fancy raster engine)
The part about computational power is another fine display of complete misrepresentation of reality. Raster graphics are this fast nowadays for two major reasons. The most obvious is because graphics cards entire massively parallel processors specialized in drawing raster graphics. It's pretty damn obvious that, given two techniques for the same result, the one for which you use a specialized processor will always be faster, which doesn't produce evidence that a technique is inherently faster than the other. The second, less obvious, is that raster graphics have been the focus of lots of research in recent years, which makes it a much more mature technology than ray-tracing. Once again, a more mature technology translates into better results, even if the core technique has no such advantage. What Intel is supposedly aiming for here is getting the specialized hardware and mindshare going for ray-tracing, which might lead to real-time ray tracing becoming a viable alternative for raster graphics.
Re:The best person to ask? (Score:3, Insightful)
Re:1. Consoles 2. ??? = Ray Tracing! 3. Profit? (Score:1, Insightful)
How exactly is the lack of need for better gfx going to create a market for raytracing? In this situation the only reason to switch to raytracing is when your gfx card brakes down and you already own a cpu with 128 cores.
Also, the cpu is not idle in games, there are other things to do besides rendering, like collision detection and AI.
Re:Ray-Tracing Extremely CPU Intensive (Score:1, Insightful)
Same reason banks want you to invest (Score:2, Insightful)
Bankers push investments, not because it benefits you, but because it benefits them! Intel, as a corporation, is interested in your money, not your best interests.
Re:Ray-Tracing Extremely CPU Intensive (Score:1, Insightful)
As to the issue of speedhacks, that's exploitation of code designed to make up for network lag. It too is completely independent of client fps.