AJCopland wrote:
bloodline wrote:
You forgot to add that people don't code their own 3D engines any more and thus don't care how easy it is to add shadows and lighting effects... Just buy in an engine that does what you want and you're done.
This is kinda true, I have worked with RenderWare I guess though never on an internal studio project. Only once when we did some outsourcing. Every other time they've always been internally coded. Then again maybe it'd be nice to work with a tried and tested codebase rather than the turd I'm working with at the moment...
I think we've all had to "work with a turd" before :-D
I think though, with something as complex as a modern 3D engine, it is only sensible to buy in a proven lump of code.
You say that we would have to reinvent the wheel, but that's not strictly true, a lot of the current technology, filtering, antialiasing, sub pixel rendering are all technologies that are to cover up the current deficiencies, that are not present in raytracing technologies.
Well all of those things are effects that you'll still need I think. Aliasing is an artifact of finitie resolution and AA is just a way of modifying the image to achieve sub-pixel sampling so that artifacts are reduced when displayed on a finitie screen.
With Raytracing you can get AA for free... well I say for free, but really i mean that it is handled by the extra complexity of algorithm... since the nature of ratracing (though I think really I/we maybe talking about raycasting... Damn I must read up on this stuff again...) means that the colour graduation of the pixel boundaries are inherently continuous... or something ;-)
DOn't quite know what you mean by the other two in some regards are getting a ray tracer to do sub-pixel sampling makes it go off in non-trivial ways.
They are techniques to cover the flaws in current technology... I don't see their worth in raytracing.
I do agree that we'll see more hybrid rasterisers/ray tracers. There have been a few RTs written for shader model 3.0 up on GameDev that run almost entirely on the gpu so people are looking into it and it can be used for a lot of cool lighting things.
Ohh, that sounds interesting, I'll pop over there and have a look, cheers!
I just don't think that its actually anything like the leap that people imagine it to be though. Or as simple as people believe. You can write an RT that does all of the things that a modern rasteriser does but by the time you have got it running, and have accounted for the non-static issues you face in games and simulation, you've had to hack and cheat to make it work in just as many ways as people complain that rasterisation based engines are "hacks" & "cheats".
Yeah, it's going to be hard work getting Raytracting up to the level of rasterisers... but they are a mature technology with 20years worth of Dev... and they are already reaching their limits... new ideas need to be explored.
OpenRT shows that it can be done I guess but until Intel and their recent stupid "eveything will be ray traced it r t3h best!" claims are actually up and running with hardware acceleration for RT I can't see people making the effort to utilise it properly either.
Andy
We shall see!!! :-)