Info [Digital Foundry] minecraft path-tracing lighting/shading mod on openGL

Rifter

Lifer
Oct 9, 1999
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Looks cool, horrible performance though when a 1070 with a ryzen 1700 is only getting 30fps@720p.
 

Thala

Golden Member
Nov 12, 2014
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Looks cool, horrible performance though when a 1070 with a ryzen 1700 is only getting 30fps@720p.

Thats just with the general compute resources. They mentioned a significant speed-up when utilizing RT cores. So even a RTX2060 will run this much faster once RT cores are used.
 

gorobei

Diamond Member
Jan 7, 2007
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Looks cool, horrible performance though when a 1070 with a ryzen 1700 is only getting 30fps@720p.
it isnt ryzen, the core usage percentages shows over half the cores for the 1700x and the 7900x at zero. the performance difference is the 2080ti vs 1070 and maybe memory.
Thats just with the general compute resources. They mentioned a significant speed-up when utilizing RT cores. So even a RTX2060 will run this much faster once RT cores are used.
where are you getting this from? the video notes indicate no rtx usage. this is being done on OpenGL so no DXR. SonicEther's website indicates he isnt going to do anything with nv rtx and is currently working on amd compatibility.
 
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Thala

Golden Member
Nov 12, 2014
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where are you getting this from? the video notes indicate no rtx usage. this is being done on OpenGL so no DXR. SonicEther's website indicates he isnt going to do anything with nv rtx and is currently working on amd compatibility.

Its around the 20:00 mark, where they discussing some noise artifacts, and that using RT cores would "push this to the next level". I never claimed, that SonicEther is actually working on this at the moment.
 

coercitiv

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Jan 24, 2014
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Its around the 20:00 mark, where they discussing some noise artifacts, and that using RT cores would "push this to the next level". I never claimed, that SonicEther is actually working on this at the moment.
From the video at 20:00 mark:
it's a bit noisy obviously, given my completely low resolution here, but, if you can imagine John's GPU using the RT core to push this to the next level, that would be really amazing too
 
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gorobei

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Jan 7, 2007
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so with the official mc bedrock ray tracing version out, comparisons with seus and other basic shaders are possible.
effectively there needs to be a ton of work done on deciding on esthetics and game playability with any of these render packs.

the rtx renderer ends up very flat in a lot of conditions vs basic shaders with ambient occlusion cranked because they arent ray tracing global illumination. rtx and seus end up dark in a few situations compared to other packs who are cranking up depth fading and feeding color data back into the diffuse lighting.
some are optimized for day, some for night. some prioritize making sure the visual information for playing the game is maintained by turning down reflections and refraction angles in water. (note: some packs are using different material texture files so these aren't apples to apples comparisons.) some probably havent tested their packs for a wide enough number of conditions.

ultimately each player will have their own styles of play (time of day, enclosed/open terrain, number of light sources) that will demand tuning of gi, depth fade, light falloff, shadow quality, ao blending. hopefully those factors will be available in the settings menu. this will very much be a case of one size (one render setting) not fitting all. this is why 3dcg vfx studios have very well paid render TD and compositor positions.

some of the basic glsl shaders compared
 
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