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  • What's up, guys?

  • James, Two cents here.

  • We're gonna talk about a 22 year old game, a game that came out and I was playing it when I was a sophomore in high school.

  • Wow.

  • Really just aged myself.

  • We're gonna talk about quick, too, because you guys may have heard the rumors.

  • You may have seen some of the demos, and with GDC going on in video, has finally launched the fully ray traced Quake to Artie Ex demo and it's actually free.

  • You guys could try it yourself.

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  • Now I can hear some of the grumbling already like, What's it matter?

  • They had to go back 22 years to find a game that could you rate raising, putting any of that sort of argument aside and just looking at this From a technological standpoint, this is pretty damn impressive.

  • We're going to go into too much death on games, then versus games today and what Ray tracing is and all that sort of stuff.

  • We've talked about it in the past high level.

  • What Raster ization basically does is it says that we've got a point of light and we've got an object here.

  • And here's the texture of this object.

  • And this light should be shining on this, reflecting this silver surface and then, you know, putting a shadow here.

  • So it's very, very algorithmic and that everything is already pretty much determined and placed.

  • And then everything else is just kind of faked.

  • Where Ray tracing actually says we have a point of light here.

  • Light rays are bouncing and the light rape reflection is handling everything.

  • It's bouncing around saying this object is this texture and the scatter should be like this, and it's gonna go off this way.

  • And so the difference in our TX on Quake to is the fact that there is no rest arrays, ation.

  • It is all being handled entirely via Ray tracing.

  • So the fact that we had to go back that far to get any sort of title that could be fully rate raised Yeah, It's because of polygon count and all that sort of stuff.

  • But it kind of shows where the future of Ray tracing can go when the horsepower sort of catches up.

  • Now we're gonna be using a 28 e t i for this demo because we're using my course air one.

  • My test bench is still at the other studio, which should eventually make its way here.

  • So we're not gonna be testing it with any other lower end cards like, say, a 2060.

  • And, yeah, I know some people 20 sixties, not lowland, But it is in terms of the R T X lineup, it's the lowest card you can get for desktop.

  • The other thing, too, is that I can't test it with Pascal and stuff for the same reasons that I just mentioned.

  • I'm not even 100% positive if you could run this demo on a non R TX card.

  • Given the fact that this is 100% rate traced, if you could, then it definitely shows how far we've come.

  • So if you guys want to download this demo yourself and try it out with your graphics cards and stuff, your R T X cards or hell, try it with Pascal or or whatever it see what happens.

  • I'll put a link to it down in the description below.

  • You can get it on steam.

  • There is a stand alone, which we're gonna be running right here.

  • We're gonna go ahead and fire this up, and we're going to take a look at the menu settings and what the different options and stuff are.

  • Okay, so here's the menu.

  • Right.

  • Here we go toe options.

  • We get various things environment set up.

  • Oh, wow.

  • Okay, Skye type original environment map.

  • So you can change settings in the game.

  • Every time you do that to reload the game, I'll check this out.

  • Okay.

  • So you can go in and change things like the sky, the lighting.

  • So we have a hole in the sky right here.

  • You can see there's no lighting or anything shining on the wall because we have a skylight here, but you can see where some of the light is kind of bleeding and wrapping around the edge.

  • If we go in here and change that environment Oh, there we go.

  • So there's the God raising stuff that we're kind of used to.

  • So what's happening here is this scene is being entirely rendered by this light source.

  • The lights coming in and it's bouncing and refracting on these different textures and surfaces.

  • Um, you can see now we as we shoot, we get a light path that sort of follows.

  • So now you can see that we're inside here.

  • The sun is no longer applying any sort of light to this space because we've moved around from where the light is.

  • But as you can see, a little bit of sun glow here in the corner because there's still some direct light right there.

  • So I wonder if I could put the sun in position to shine through here.

  • This is cool.

  • How you can go in here and just play with sun position.

  • Oh, I've been a little far register.

  • You like you could really do it in real life there.

  • Yeah, but what kind of sucker?

  • Anyone else wouldn't it?

  • That's their problem.

  • You'd like to file a permit.

  • I think the problem is I have no reference as to the compass.

  • I don't know, like the scent of doing well.

  • I mean, you obviously get the idea right.

  • Hey, stunk that we're creating a shadow on the wall.

  • At least the gun is because I'm just a floating gun in the hand.

  • So because there's light sources right here, I'm creating a shadow on the wall right there.

  • And the kind of shadow starts big and soft, and the closer you get to it whom So I mean, you see, we're getting a T F p s, which is Okay, let's let's leave it this way.

  • A t f PS $1200 graphics card.

  • This isn't about the F.

  • P s.

  • It's about taking a title that's 22 years old and making it look like this because of applying new logic to it.

  • This is not over laid on top of the original game.

  • This is the game completely re mastered, using on Lee Ray tracing technology to, um, like this and not even just like the scene to render the scene so we can use my phone as an example.

  • You see how the farther away my phone is because we have multiple light sources we have on in front of us.

  • We have some behind us one off to the side.

  • There's a light over here.

  • See, See.

  • The shadow is kind of stretching out in all these different directions, based on where the light directions coming from in the intensity of that light source.

  • But the closer I get to the object, we're blocking light, too.

  • Obviously, the sharper gets, so they've mimic that really well here, as you saw with the gun reflection, obviously the flag happening right here so you can see that there is some softness to the flag.

  • My gun should realistically be creating a shadow on this wall.

  • Oh, it's down there on the ground.

  • So here's an example of that.

  • You could see the shadow of the gun on the ground.

  • When I jump, you could see it sort of softens up because of the fact that I'm becoming farther away from the thing.

  • I'm creating shadow on our casting a shadow.

  • But as I get closer to the wall, you see how Chris that edge becomes.

  • That's something that we that's not new.

  • That's happened with shade Er's, obviously, but that had to be faked.

  • That really had to be faked where this is.

  • This is truly happening in real time, where the light source is creating that shadow.

  • You see how that you could see the texture, like there's depth to it again tell.

  • This is kind of like a corroded steel, like an old warship or something would look like there's the original game.

  • So, um, well, this guy's also read because we're using Earth before, So let's go and just I mean, this is how it looked.

  • Circuit 1997.

  • So let's go back to our T X.

  • There we go.

  • So another thing you could look at here, too, is the reflections on the ground or in the water.

  • You could see the sun right there because that's that's the point of which it's bouncing and it's at the right angle to be able to see it.

  • I think the reflections are a little bit too over exaggerated, but I think that's also because this is an R TX demo.

  • I think most people know when you go walk around the world and you look, um, windows and all that sort of stuff.

  • Yeah, they're reflective, but my phone screen is reflective, and the problem is they're making everything look like this.

  • Even things that are only slightly reluctant.

  • Reflected like an example would be this this course air box right here.

  • Nice product placement.

  • Rudy is this.

  • This decal on here is shiny, and if I move it around, you can see how it's sort of reflecting the light.

  • But you see how it's not a mirror because it's textured and sure it's glossy, but it's not an actual near I feel like in our TX demos.

  • They would turn this into like a glass reflection, like a mirror, because again, over exaggerating the demo.

  • But that's one those things where maybe in the future we'll see a dia where we can actually sort of pull back some of those reflections and make it a little bit less exaggerated.

  • But this is this an example of Look how good this looks.

  • This is just an example of how he can take a 22 22 year old game with extremely low polygon count and then make it feel modern by simply applying this to it.

  • What happened?

  • Was he shooting me Pastor Well, the way it lights up the scene in there and look at the way the light interacts with the walls as it goes by the fact that we're seeing a T F.

  • P s in a game that is being rendered entirely by using Ray.

  • Tracing is ah, is a great thing.

  • Now, now I know that this is gonna sound like this is just one big video commercial.

  • It's not.

  • What we're looking at here is a is a technology that is not it's not in video specific.

  • This is Ray.

  • Tracing is Ray tracing?

  • This is This is not something that in video developed.

  • It's something in village in video sent out as a goal.

  • Two.

  • You bring to mass market basically and do it in real time.

  • I would love for Andy to come out with a driver that would allow us to take their graphics cards and start playing around with real time Ray tracing.

  • They made a statement that they can do it and they're graphics card degree at it simply because of the amount of shooters are the amount of stream processors that they have.

  • I mean, like 4000 plus stream process or something that had for a long time a very different approach to how graphics are rendered versus in video.

  • So in video came out with.

  • You know, obviously it's driver allowing you to play around with Ray tracing and, like, battlefield Five and stuff with your pascal graphics cards.

  • I really wish aimed he would do the same thing now, Like I said, I can't test this right now with Pascal, because I this is it all in one unit.

  • It's all have available to me right now, but I'm kind of curious if you guys have Pascoe graphics card, did you download this?

  • Do me a favor, Try it out.

  • Say what your specs are and then put down in the comments what your f p s is if it worked.

  • If you're running another r TX car like 2060 2070 whatever, then also do the same thing.

  • What is your f p s?

  • Since I wasn't able to actually show you what the other graphics cards performing like, You can see we're getting 80 81 f p s right here with, uh, with a 28 e t.

  • I.

  • And I know that sounds depressing, but this really is just the first phase of the future of games.

  • A lot of people said the same thing about rationalization.

  • Nobody cares about shadows.

  • No one cares about reflections or, well, I guess screen space reflections.

  • Nobody cares about that sort of stuff, but then eventually becomes the way things are done and you don't know any different until something new comes along.

  • And then the public says, We don't care about that.

  • We don't care.

  • And then it becomes the norm.

  • And then it's just a repeating cycle.

  • I guess a good way to put this is this game came out almost two years after a toy story.

  • Toy Story came out in 1996 but was obviously in production long before that.

  • And it took a very long time to render that video because it was using fully Ray Tracy G.

  • I.

  • And if you go and you look at the way things looked back in 1996 Original Toy Story.

  • When that first came out, it was like, This is so cool.

  • It looks so riel.

  • Go on, look at it today and look at how much your mind has adjusted to the way things have evolved, and then watch the Toy Story four teaser and then you'll realize, like, Wow, we have definitely come a long way and doing that for games is not a bad thing.

  • So anyway, as you guys heard me suggest, you know, to put down your specs.

  • What?

  • How's it running on your system?

  • Put it down The comments below so people can find out.

  • And then also, like I said, this is entirely free.

  • Condemn, load the demo.

  • You can go and play it.

  • See how it runs in your own systems.

  • And just the role of that frees a good thing, right?

  • All right, guys, Thanks for watching.

  • And as always, we'll see you in the next one, and I am still gonna do that.

  • How?

  • How does DX are run on non Artie X cards?

  • We just kind of got caught up with this whole studio move, so thanks for sticking around.

What's up, guys?

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A2 初級

完全にレイトレースされたアップデートでQuake IIをテスト... (Testing Quake II with fully ray traced update...)

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    林宜悉 に公開 2021 年 01 月 14 日
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