NEON NOIR: Real-Time Ray Traced Reflections - Achieved With CRYENGINE

acroig

Just another Troll
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Neon Noir is based on an advanced version of CRYENGINE's Total Illumination showcasing real-time ray tracing. The demo shown below is running on an AMD Vega 56 and demonstrates how real-time mesh ray-traced reflections and refractions can deliver highly realistic visuals for games. This feature is expected to be available to developers using CRYENGINE in 2019. The demo was created on a bespoke version of CRYENGINE 5.5 and the experimental ray tracing feature is both API and hardware agnostic. This means that it will run on AMD and NVIDIA GPUs. Crytek will optimize the technology to benefit both the current generation of graphics cards and supported APIs like Vulkan and DX12.
 
That looks nice. I didn't see any partial reflections/partial transparency that we see in the windows in Battlefield 5, though. Or the reflection deformations we saw in the curves of cars. Still limited in what can be done in software. Very clean though, reminds me of the clean reflections in Unreal 1998.
 
Let's make sure we know what we're talking about as RT lighting (Exodus) is not the same as RT reflections (BFV, CryEngine).

So, I guess you missed it where cryEngine is doing both which is why they call it total illumination. RT lighting is how it bounces off of other surfaces, which is what metro and the cryengine are doing.

https://www.cryengine.com/news/cryt...time-ray-tracing-demonstration-for-cryengine#

https://blogs.nvidia.com/blog/2019/02/15/metro-exodus-ray-tracing/
 
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So, I guess you missed it where cryEngine is doing both which is why they call it total illumination. RT lighting is how it bounces off of other surfaces, which is what metro and the cryengine are doing.

https://www.cryengine.com/news/cryt...time-ray-tracing-demonstration-for-cryengine#

https://blogs.nvidia.com/blog/2019/02/15/metro-exodus-ray-tracing/

So if you're gonna cite a source, make sure you understand it first. There is no global illumination in that reflection video. There is no reference anywhere that the lights themselves are ray traced for illumination other than reflections. Not to mention you can see with your own eyes there's no ray traced global illumination from any source. The video title mentioning reflections only is also a dead giveaway in itself. Total illumination is just the name of the package, which gives the devs choices how they want to use it.

Also, this isn't anywhere near on the same level as ray traced reflections in Battlefield 5. This solution showcases good accurate approximated reflections but it can't do the partials/translucency on windows or the deformations seen on car surfaces in Battlefield 5. But, what do you expect for a software solution? Still better than nothing.
 
So if you're gonna cite a source, make sure you understand it first. There is no global illumination in that reflection video. There is no reference anywhere that the lights themselves are ray traced for illumination other than reflections. Not to mention you can see with your own eyes there's no ray traced global illumination from any source. The video title mentioning reflections only is also a dead giveaway in itself. Total illumination is just the name of the package, which gives the devs choices how they want to use it.

Also, this isn't anywhere near on the same level as ray traced reflections in Battlefield 5. This solution showcases good accurate approximated reflections but it can't do the partials/translucency on windows or the deformations seen on car surfaces in Battlefield 5. But, what do you expect for a software solution? Still better than nothing.

Once again, you jump in to make a personal attack for no reason and an incorrect attack at that. If you actually read the CryEngine article and then watched the video again, you should realize there is ray tracing on light sources in that video. It is not just reflections (hint, look up light refractions) The light source ray tracing may no be to the extent as BFV, Metro, or what you believe there should be, but you are still wrong in saying there is not ray tracing off of any light source, because you are dead wrong!

Nobody said it was perfect, nor did anyone compare it to BFV or Metro! That part of your comment had nothing to do with anything said here. And the only reason you brought it up, is just to make yourself sound Superior and to try and start crap and try and create an argument as usual, and frankly, I am tired of it.
 
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You two need a ****ing room. We are so tired of your bullshit in every single thread.
 
Once again, you jump in to make a personal attack on me for no reason and you are incorrect in your attack. If you actually read the CryEngine article and then watched the video again, you should realize there is ray tracing on light sources in that video. It is not just reflections but also refractions.

Nobody said it was perfect, nor did anyone compare it to BFV or Metro! You are making comments that had nothing to do with my comment just to try and start crap and start up another argument as usual and frankly, I am tired of your damn bs.. So BACK OFF! As I am in no mood for your crap anymore.

#1: Please cite the personal attack.

#2: "you should realize there is ray tracing on light sources in that video. It is not just reflections but also refractions."


This is filled with misinformation and misunderstandings.You're describing the same way ray tracing effects work in Battlefield 5, which involves no kind of ray traced global illumination but of course uses light sources for ray tracing, how else would they be reflected?

In this video, is the environment uniformly lit from any source? Are shadows uniformly cast from any source? Like from a moon? No, and you can clearly see there's no such effect in place.

But instead of going off on that rant like that in end, how about accepting the fact there is no ray traced global illumination in this video? This demo was meant to show off reflections. This is why many people get frustrated when debating with you, you never accept being wrong.
 
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You two need a ****ing room. We are so tired of your bullshit in every single thread.

Nope.. I will just leave Rage3D.. because I am tired of posting and constantly getting attacked by him, and expected to just lie down and take it.. so have a good life people.. I am done.. Exposed.. you win, you got what you wanted..
 
Bro, it's clearly obvious we disagree but why is it so hard for you to admit you misunderstood something? You quoted acroig and mistakenly corrected him about global illumination. There's no ray traced global illumination in that video. Yes the CryEngine package supports both, but this demo only showed reflections, not global illumination. If you wanna see how CryEngine does global illumination, there's many out there.
 
Watching the video a few times, now that I think about it, this could be done without actual raytracing. In fact I think I could do this in the original unreal engine and have it look convincing to an extent. Since there is no raytraced lighting in this scene, I am actually confident you could pull this off in that old engine due to the cheeseball method they used for reflections. You could also achieve this in the source engine. Though I am not sure of the performance implications, and if raytracing would actually be the faster solution.
 
Nice reflections but I don't see any light bouncing in that demo, it could be there but it's not evident.
 
Nope.. I will just leave Rage3D.. because I am tired of posting and constantly getting attacked by him, and expected to just lie down and take it.. so have a good life people.. I am done.. Exposed.. you win, you got what you wanted..

I'd rather you didn't leave, we're just having a disagreement, nobody is attacking you.
 
Nope.. I will just leave Rage3D.. because I am tired of posting and constantly getting attacked by him, and expected to just lie down and take it.. so have a good life people.. I am done.. Exposed.. you win, you got what you wanted..

You can put him on ignore.
 
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