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大家说说看,光追有多好?

posted by wap, platform: VIVO
还是区别很大的,最近玩了几个ps5游戏感觉光影真实感方面真的区别挺大的


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据说是全局光追的地铁离去看起来没啥特别的。2077没试过
别的游戏都是光栅+部分光追混合的吧
ps5硬件就不可能全局光追,等虚幻5那个软件模拟的全局光照出来看看效果



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posted by wap, platform: iPhone
纯噱头,美工好的厂商根本不需要,像楼主说的,除非摆一块,不然根本看不出来。光追反射根本不在意。


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光追目前完全就是拖后腿的,不过你可以这么想,现在花钱给NV,就是为了以后成熟的光追产品提前买单

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posted by wap, platform: iPad
前几天安装了虚幻5就发现epic已经废弃光追方案了,上网查了一下,说是性能销耗大而且部署不稳定

04:16 | Unreal Engine Lumen
Quick note on the Lumen stuff from Epic's documentation that further clarifies what it's doing: "Lumen uses Software Ray Tracing through Signed Distance Fields by default, but can achieve higher quality on supporting video cards when Hardware Ray Tracing is enabled."
Epic Games this week posted major announcements about its Unreal Engine 5, and we’ve already been using it internally for our upcoming memory timings animations. The Unreal Engine 5 update is important for the hardware market, too, and the reason is made obvious by looking at Epic’s new interface: Ray Tracing is now marked as “deprecated.” Epic determined that real-time ray tracing is, at this point, too costly in performance and too unreliable in deployment, and so has developed its own globally applicable solution called “Lumen.”
Epic said:
“In Unreal Engine 4, features such as Screen Space Global Illumination were not reliable and Ray Tracing Global Illumination (RTGI) was not performant for games with a high enough quality, and didn't integrate with other important systems.”
“Lumen is our fully dynamic real-time global illumination solution that immediately reacts to scene and light change, making for more believable experiences. The GI hooks in directly with our time of day settings, allowing for true physically-based settings for photorealistic environments. Lumen solves dynamic diffuse indirect lighting. For example, light bouncing diffusely off of a surface picks up the color of that surface and reflects the colored light onto other nearby surfaces; this effect is called color bleeding. Meshes in the scene also block indirect lighting, which also produces indirect shadowing.”
Lumen is usable for indirect lighting, global illumination, emissive materials, reflections, and all light types. That includes directional, sky, point, spot, and rect lights. NVIDIA and Epic are still working directly together on RT support, though, and Lumen can accelerate more with RT hardware.
Additionally, Epic announced its Temporal Super Resolution solution to help upscale image quality. Epic said:
“UE5’s new anti-aliasing solution, temporal super resolution, keeps up with all this geometric detail to create sharper, more stable images than before, with quality approaching true native 4K at the cost of 1080p.”

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这种话题一个视频不就很清楚了,《毁灭战士:永恒》光线追踪技术分析 - 优化指南+PS5/XSX对比「Digital Foundry」

https://www.bilibili.com/video/BV1hU4y1378q?share_source=copy_web

[ 本帖最后由 hanzo 于 2021-7-10 20:55 编辑 ]

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posted by wap, platform: iPhone
有反射面一秒看出 看不出 智商问题

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引用:
原帖由 sigmaxion 于 2021-7-10 20:50 发表
posted by wap, platform: iPad
前几天安装了虚幻5就发现epic已经废弃光追方案了,上网查了一下,说是性能销耗大而且部署不稳定

04:16 | Unreal Engine Lumen
Quick note on the Lumen stuff from Epic's docume ...
英文里没提到你说的

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引用:
原帖由 helllee 于 2021-7-10 21:06 发表
posted by wap, platform: iPhone
有反射面一秒看出 看不出 智商问题
最明显的就是看水面和玻璃的反光倒影了
但是如果光栅做得好的话,不放在一起对比,我还是很难主动发现区别

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就视频来看,这个场景开不开光追,可视内容的光照、色彩没任何区别,只是在部分素材表面多了个局部反射
很明显只是部分光追,离理想的全局光追渲染,还差很远很远
附件: 您所在的用户组无法下载或查看附件

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posted by wap, platform: Samsung
有区别,但是是故意做出来的区别,大部分做得好的光栅游戏和光追游戏给你ab盲选你根本不知道哪个游戏用的是光追哪个没用。

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老黄的小球DEMO是全局光追,不过焦散还是没开。

全局光追效果是很好的,但是目前硬件还是太弱了。

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现在光追还不成熟吧~不普及,机能也不够?

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说到底还是硬件性能不够,只能弄点锦上添花的特效,暂时达不到质变的级别

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光追效果好不好也得看美工,没有光追也是靠美工。

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