I was actually able to run it!
Trick was -dx12 and -raytracing . On a rtx gpu with latest drivers and latest windows version (1809)
All tested in a 2080, in editor fullscreen 1080p, on the Realistic Rendering apartment.
Current state of stuff:
- No denoising whatsoever, or at least i couldnt get it to run.
- Current noise formulas make noise even worse than it should be, with tiling artifacts.
- Raytracing AO gets calculated, but then gets overriden by something else and never gets displayed. Cost is about 1.1 miliseconds per raytracing sample. If denoising actually works on such a bad 1 sample image, this could be competitive with SSAO.
- The entire “backend” of raytracing shaders and acceleration structures actually works fine.
- Reflections work super well, but they are SUPER expensive. Perfect mirrors are fun to look at. Costs 15 miliseconds with all features enabled. Trying to recalculate light on the hits + raycasting to that light for shadows is expensive. They could be more useful in static light scenes.
- Directional lights, pointlights, and rect-lights all have direct rayshadow support, and they all look great. If you dont you get pixel perfect shadows that look like Stencil Shadows. Actually not expensive to run, somehwere beetween 0.1 and 0.6 miliseconds per light, at 1 sample per pixel, depending on how much of the screen is affected by the light, which is great (better sun shadows that cascade shadows?)
- Spotlights dont work, at all. Not even direct light. EDIT: Spotlights got fixed a couple commits after what i downloaded.
- Has a pathtracer, but its light is super weird and it doesnt converge.
- Crashed GPU driver several times (but i was debugging with Nsight)
In general, this is extremelly early. Really fun to see where the tech is going, i can see the potential. Enabling raytracing is automatic and you dont need to modify the scenes to use the features. Ill be tinkering with it again once it starts getting denoising features.
My biggest interest is RT shadows and RT AO, both of them i see them happening, and they are essentially a “toggle” to enable them. At 2-3 miliseconds for both, they are well within usable territory for 60 fps gaming. Reflection… i dont see that happening at good speed without mayor engineering, and on games that could have it not be absurd. Having to recalculate the entire PBR material + light + extra shadow rays where the reflection hits is just never going to be fast.
I cranked the settings really high so i get a decent image even without the denoising, just through the TAA.
The image shows area light (the blue light), a pointlight (orange) with pixel perfect shadows, and reflections on the chrome sculptures, including reflecting an ofscreen shining cube.