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Here is a very good demonstration of RT using path-tracing for soft shadows and realtime chromatic aberration once the photon is split into the color spectrum of colors (rainbow). These things have been implemented years ago in the film industry. Only now with 3x000 boards has this been possible in realtime. While I don't see games using this kind of iteraction anytime soon, it's simply amazing to see what will come several years from now.
This is the typical development cycle for game development. A paper is produced and developers wish to implement this functionality in their game engine. They will implement it on the PC, test, debug and optimize. Then it becomes a graphics feature for the game as a MAX/ULTRA setting. Just selecting this kind of light interaction will spawn off a bunch of expensive code that the GPU *must* be able to implement with good FPS. This is one of many "dials and switches" that many gamers think irrelevant to a game because they don't really understand the complexity or bandwidth it would consume for such features.
Here is a very good demonstration of RT using path-tracing for soft shadows and realtime chromatic aberration once the photon is split into the color spectrum of colors (rainbow). These things have been implemented years ago in the film industry. Only now with 3x000 boards has this been possible in realtime. While I don't see games using this kind of iteraction anytime soon, it's simply amazing to see what will come several years from now.
This is the typical development cycle for game development. A paper is produced and developers wish to implement this functionality in their game engine. They will implement it on the PC, test, debug and optimize. Then it becomes a graphics feature for the game as a MAX/ULTRA setting. Just selecting this kind of light interaction will spawn off a bunch of expensive code that the GPU *must* be able to implement with good FPS. This is one of many "dials and switches" that many gamers think irrelevant to a game because they don't really understand the complexity or bandwidth it would consume for such features.
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