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Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Sunday May 07, 2023 @08:36PM (#35856912)
Playing Cyberpunk Path Tracing on a friend's 4090 was incredible. Over 100fps (with all the upscaling/framegen trickery). The visual jump is significant enough that I find it worth to power through the 40-60fps I get on my 3090 (although I often disable it for combat sections).

As soon as the average gaming PC and console has the power of a 4080/4090, rasterization is dead.

Re:Cyberpunk 2077’s Path Tracing Update by anonylizard on Sunday May 07, 2023 @09:02PM (#35857031)
Cyberpunk path tracing is the first time I felt there was a true graphical leap since Crysis from 15 years ago. Its obvious, even from youtube videos, how drastic the difference is. In contrast, the previous ray tracing comparison videos of Cyberpunk did not move me at all.

I bought a 4090 based PC last week, this is the future for video games. It also helps 4090 is dual use for AI, its like 20x faster for stable diffusion than a RTX2000s card.

Re:Cyberpunk 2077’s Path Tracing Update by Baeocystin on Sunday May 07, 2023 @09:12PM (#35857087)
I just got (as a trade from a client) a NiB 3090Ti. I haven't opened it yet. Is the 4090 really that much better? Honest question.

Although I do game, I'm mostly interested in AI work. My current baseline 3080 has been just fine, although to be fair I haven't yet experienced path tracing.

Re:Cyberpunk 2077’s Path Tracing Update by Washuu on Sunday May 07, 2023 @09:50PM (#35857268)
You would be best to look up reviews comparing them for your needs. For my needs the 4090 cuts ray tracing rendering times in half for what I do in Blender compared to the 3090 I have right now. I can't justify buying a 4090 right now so I will get the speed upgrade in a couple years.
Re:Cyberpunk 2077’s Path Tracing Update by byyyy on Sunday May 07, 2023 @09:53PM (#35857284)
In my opinion. No. Watch comparison videos as well, you can barely tell the difference.
Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Sunday May 07, 2023 @11:28PM (#35857748)
For something like CP77 with path tracing: yes.

The extra horsepower + DLSS frame generation will give you around double the FPS.

Re:Cyberpunk 2077’s Path Tracing Update by raihansaputra on Sunday May 07, 2023 @11:41PM (#35857802)
For AI training 4090 is more efficient by quite a lot. Trade for a 4090 if you have the money for it.

https://www.pugetsystems.com/labs/hpc/nvidia-rtx4090-ml-ai-a...

https://lambdalabs.com/blog/nvidia-rtx-4090-vs-rtx-3090-deep...

Re:Cyberpunk 2077’s Path Tracing Update by Scene_Cast2 on Monday May 08, 2023 @12:40AM (#35858161)
Something others haven't mentioned is the power consumption. On one hand, the stock 450W TDP is even higher than 3090's 350W. On the other, the 4090 barely loses any performance when you limit it to 70% (315W)
Re:Cyberpunk 2077’s Path Tracing Update by agloe_dreams on Monday May 08, 2023 @04:12AM (#35859224)
The big upside to the 40 series is DLSS 3 with frame generation. It is a wild tech that makes it possible to do things like path tracing in 4k. Not because the GPU is faster but because the AI adds smoothness.

None of that has real meaning for AI. But the 4090 is just straight up 40% faster as well.

Re:Cyberpunk 2077’s Path Tracing Update by aceazzameen on Monday May 08, 2023 @12:58AM (#35858265)
To be honest, I'm not a fan of the path tracing in Cyberpunk. It might be more technically accurate, but it feels less artistically accurate because artists didn't make the original game with path tracing in mind. Maybe a future update can blend the tech and artistry better. That was my first impression when I was testing various settings with my new 4090.
Re:Cyberpunk 2077’s Path Tracing Update by alpaca128 on Monday May 08, 2023 @03:18AM (#35858966)
For me that was the new SW Battlefront, which already used PBR. The game's demo blew me away. I haven't seen this Cyberpunk update but I can't imagine it being another huge step like that.
Re:Cyberpunk 2077’s Path Tracing Update by streakfix on Sunday May 07, 2023 @09:48PM (#35857260)
Games don't do full raytracing like blender or maya. Their raytracing works hand to hand with rasterization.
Re:Cyberpunk 2077’s Path Tracing Update by throwaway17_17 on Sunday May 07, 2023 @10:14PM (#35857387)
While I was tempted to make the same statement/assumption, the breakdown in the article/tech-tear-down seems to show a near-completely ray traced frame with only a very, very small portion of rasterization usage. If this update is indicative of the AAA spaces rendering proclivities I would say your statement just isn’t true any longer.

I think one of the strong suits of game graphics is the results at any cost model of rendering tech, where the focus is on using whatever methods get the best results the fastest (and hopefully within frame budgets) wins out. Since the advent of polygon rendering rasterization has been the best solution for attempts at realism (be that hyper- or photo- realism). However, rasterization and the rendering ‘shortcuts’ used to achieve certain effects were also useful for other styles of rendering. However, if every bit of graphics silicon is going to be designed and optimized for a physically based, photorealistic rendering result it may be difficult to bend that functionality toward some non-photorealistic usage.

I worry everything is going to end up having the same stamped out photorealistic appearance, in a similar way to the comments I’ve seen about the emerging Unreal 5 ‘look’. And that to get away from that look will require giving up a large chunk of GPU rendering horse power.

Re:Cyberpunk 2077’s Path Tracing Update by cma on Monday May 08, 2023 @08:35AM (#35860862)
Animated movies use pathtracing and don't have that problem. You can get a lot of looks out of it, and do things like tune the color saturation of bounces.
Re:Cyberpunk 2077’s Path Tracing Update by NL807 on Sunday May 07, 2023 @10:09PM (#35857358)
Indeed it does. Most of the ray/path tracing happens in screen space.
Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Sunday May 07, 2023 @11:26PM (#35857738)
Most games (including Cyberpunk without the path tracing mode) do use hybrid renderers indeed (so it's sprinkling ray tracing to specific parts of the traditional pipeline).

The path tracing mode mentioned here however, does "full raytracing" like blender does (outside of a few exceptions such as particles). Same with Portal RTX, Quake RTX and a few others.

Re:Cyberpunk 2077’s Path Tracing Update by Cloudef on Monday May 08, 2023 @02:09AM (#35858624)
It seems transparent geometry isn't being path traced (or if they are, they immediately terminate the ray on hit and applying the same trick as in their rasterizer)
Re:Cyberpunk 2077’s Path Tracing Update by MindSpunk on Monday May 08, 2023 @10:07AM (#35861650)
No, it doesn't. Not entirely anyway. All the light transport is calculated using path tracing but primary visibility is still using the rasterizer.

https://www.nvidia.com/en-au/geforce/news/cyberpunk-2077-ray...

Nvidia's own announcement shows the path tracing overdrive mode is still tracing rays from a G-buffer, which would've been generated with the rasterizer.

Re:Cyberpunk 2077’s Path Tracing Update by Vecr on Wednesday May 10, 2023 @10:06PM (#35896431)
I actually don't think Blender does "full ray tracing" exactly either, or at least at some point it didn't. At least to the point where you do get some rasterization artifacts, like being able to see the polygons on the edge of objects. That's probably about as good as you can get. Combined with a "nanite" like technology, it's probably not much of a problem.
Re:Cyberpunk 2077’s Path Tracing Update by girvo on Monday May 08, 2023 @12:40AM (#35858162)
As others have explained: that is becoming less and less true as time and tech marches on.

For now, we'll always have both, as too many cards/consoles can't path trace at a good enough rate. But the artist pipeline wins that come from fully path tracing lights are too good to pass up, so it's coming.

This article alone shows that basically all of the frame is path traced rather than raster. It's coming, and faster you might think.

Re:Cyberpunk 2077’s Path Tracing Update by byyyy on Sunday May 07, 2023 @09:51PM (#35857274)
Tbh when compared with raytracing I couldn't tell if it was better when playing. Note that I could tell it was very different but I couldn't tell if it was "better".

When watching direct comparison videos path tracing was slightly better when someone pointed out more accurate lighting details but not in a way that was noticeable if someone didn't point it out.

What I found works for path tracing is objects that don't have strong textures or bump mapping. I've tried this when writing my own path tracer in a programming project (not cyberpunk) for simple monochrome spheres. Then in that case it makes it look very real, but in something as visually detailed as cyberpunk it's barely noticeable.

I also think the lighting in cyberpunk is too urban and neon. It's not something our eyes evolved to interprete with extreme fidelity so our brains cant really see the difference. I think the effect is much more noticeable in environments with fewer light sources and light sources that aren't neon. For this reason I suspect red dead redemption 2 would benefit much more from path tracing.

That's just my opinion. I have a 3090.

Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Sunday May 07, 2023 @09:59PM (#35857299)
To be fair, the fact that I worked in game development for a while makes the typical rasterization inaccuracies stick out like a sore thumb to me. Kind of like once you see it, you can't unsee it.

And there's also a bit of knowing where to look at, what kind of scenes and weather types benefit the most, and so on. If you have someone point out the differences, on specific scenes, even the most casual observer will notice the huge improvements[1]. However if you boot up a random scene, it may look very similar.

[1] https://www.youtube.com/watch?v=I-ORt8313Og

Re:Cyberpunk 2077’s Path Tracing Update by d_tr on Monday May 08, 2023 @06:45AM (#35860125)
Screen space reflections that are clipped depending on what is directly visible are at the top of my "hard to unsee" list.
Re:Cyberpunk 2077’s Path Tracing Update by tormeh on Monday May 08, 2023 @09:17AM (#35861236)
I wonder why there's no option to render a bit outside the screen just to make these artifacts disappear. Cheaper than RT, and would provide for me the most noticeable improvement of RT
Re:Cyberpunk 2077’s Path Tracing Update by c-hendricks on Monday May 08, 2023 @02:57PM (#35865642)
Works for this one specific case of when screen space reflections fall short. IMO fishing rods / planes make for much more distracting visual issues.
Re:Cyberpunk 2077’s Path Tracing Update by d_tr on Tuesday May 09, 2023 @05:03AM (#35871733)
> IMO fishing rods / planes make for much more distracting visual issues.

What exactly are you referring to? I searched for it and all I got was stuff about actual fishing rods and some Minecraft and WoW guides...

Re:Cyberpunk 2077’s Path Tracing Update by c-hendricks on Tuesday May 09, 2023 @05:37PM (#35880707)
Sorry, just seeing this now

Try to picture you flying a plane in a game. You're over a lake and your plane is occluding a mountain in the distance.

With SSR, those bits of the mountain your plane is blocking won't be rendered in the reflection.

Same with a fishing rod. They're tall and block a lot of things in the distance, thus breaking SSR.

Pay attention to the reflection in the water here when Sonic casts the rod (time-stamped): https://youtube.com/watch?v=IaPMkpDOFng&t=42s

Since it doesn't make sense to have a hole in a reflection when there's not actually a hole in the object, the reflection just stops when something occludes the object being reflected.

Re:Cyberpunk 2077’s Path Tracing Update by redox99 on Tuesday May 09, 2023 @01:16AM (#35870437)
I guess if you do that you're not too far from planar reflections in terms of cost, which would be better as well since they don't suffer from occlusion artifacts.
Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Monday May 08, 2023 @12:25PM (#35863500)
Please tell me Cyberpunk lets you disable or at least turn down the bloom.

In some scenes, the bloom just removes all detail and makes parts of the scene look like a blurry mess.

Re:Cyberpunk 2077’s Path Tracing Update by filoleg on Monday May 08, 2023 @06:31PM (#35867791)
Yes, bloom and motion blur are disablable in settings.
Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Monday May 08, 2023 @07:45PM (#35868448)
Motion blur is fine when done right.

Fortnite, for example, does it right. I remember watching a character dance and thinking "This is so god damn smooth, why does it look so smooth?" and then I noticed the motion blur. When done right, it's subtle and you don't even notice it unless you're looking for it.

Re:Cyberpunk 2077’s Path Tracing Update by byyyy on Tuesday May 09, 2023 @10:50AM (#35875180)
Motion blur is an accurate rendition of how humans see things. Your eyes are not fast enough to take instantaneous pictures of fast moving objects. Instead when an object moves fast on an interval too fast for us to perceive we see everything that object did on that interval in the form of a "motion blur"

Games that render frames don't actually replicate this because the object is rendered on discreet instances. Thus your eye is not able to properly capture the "motion blur" from a set of stop motion images.

To fix this, games must use artificial motion blur to replicate what the eyes see. Disabling motion blur is a mistake it is required for fidelity.

The problem with motion blur is if it's done for objects moving too slowly. Then it becomes noticeable because if your eyes are fast enough to capture the object without blur then adding blur becomes noticeable.

Re:Cyberpunk 2077’s Path Tracing Update by Sohcahtoa82 on Tuesday May 09, 2023 @12:17PM (#35876606)
I think it's three things:

1. Blur on slow objects, as you mentioned. Something moving 5 pixels per frame probably shouldn't have any blur applied.

2. Blur exceeding the distance moved per frame. If an object moves 20 pixels between frames, the blur should be less than 20 pixels wide. Ideally, I'd even argue that the blur width should be half the movement between frames. The example above of something moving only 5 pixels per frame probably shouldn't have any blur applied.

3. Blur on objects that are not moving relative to the camera. In a racing game being played with the camera above and behind the car, yes, the scenery should be blurred, but your car and the car right next to you that is driving the same speed as you should not be blurred. Though I suppose this is really just a special/specific case of problem 2 mentioned above.

Of course, there's one problem with all of this: the video game camera is supposed to represent your eyes staring strictly in one direction. When your eyes follow an object, the object does not blur, but everything else you see does. This means that if you're tracking an object on your screen with your eyes, that object should not be blurred. Unfortunately, this is not possible for games to do, because they don't know where your gaze is actually directed.

Finally, I can't close out this comment without mentioning the greatest offender when it comes to doing motion blur wrong: simply blending each frame with the previous one. There was an N64 game that did this, and my god it's horrible.

Re:Cyberpunk 2077’s Path Tracing Update by fbdab103 on Monday May 08, 2023 @12:30PM (#35863591)
At minimum, everything becomes significantly darker. Without a total redesign of set lighting with ray tracing in mind, it looks like a lot of areas would be barely playable.
Re:Cyberpunk 2077’s Path Tracing Update by rowanG077 on Sunday May 07, 2023 @10:35PM (#35857495)
I couldn't disagree more. I agree that ray traced cyberpunk doesn't really look better, except for surface reflections. But path tracing is an incredible leap. It makes everything pop so much. No longer does the game have this "fullbright" quality to it. With that I mean textures that look like they are fully illuminated,
Re:Cyberpunk 2077’s Path Tracing Update by aceazzameen on Monday May 08, 2023 @01:10AM (#35858332)
Sometimes things pop too much with path tracing! I like some of the better ambient lighting within shadows, and I agree about your "fullbright" thing. I always felt they could have just fixed the materials there though. But bright neon lights (which are everywhere) give off too much bloom with path tracing. The lights themselves feel too hazy and unrealistic, despite them being more technically real. I think lights that you're looking at directly need to be tuned for path tracing purposes better. I felt there's areas at night where path tracing was ruining the atmosphere created by artists without path tracing in mind.
Re:Cyberpunk 2077’s Path Tracing Update by newZWhoDis on Monday May 08, 2023 @12:54AM (#35858239)
> When watching direct comparison videos

Watch the digital foundry videos. If you watched the GamersNexus ones they are notorious raytracing haters and picked worst case scenes to demo path tracing for most of their videos (where the faked lighting looked as close to PT as possible).

Re:Cyberpunk 2077’s Path Tracing Update by manasdaruka on Monday May 08, 2023 @01:33AM (#35858463)
We also have to consider that the art and visual design for this game would have been done with primarily Rasterization and traditional RT in mind. Adding the path tracing may or may not generate the most aesthetic look as it was not optimized for that in the first place.
Re:Cyberpunk 2077’s Path Tracing Update by dirtyid on Monday May 08, 2023 @01:48AM (#35858528)
Real benefit is streamlining production. Sure, some scenes benefit from path tracing more than others, when it matters, it's very noticable. But IMO consistently noticable image quality improvements occures when light bounces start stacking up, more than the 1-2 bounces real time currently runs on, which is preproduction tier quality for ray/path traced visualization. Artists/traditional rendering methods can fake the feel of 1-2 bounces pretty close, but once you crank up the rays and materials, the difference gets staggering.
Re:Cyberpunk 2077’s Path Tracing Update by mrandish on Monday May 08, 2023 @11:48AM (#35862943)
I think you've hit on the key relevance of path tracing (and similar advances). It's not that it necessarily brings a huge improvement over the current state of the art when comparing a hand-tweaked "Hero Scene." Skilled game artists can already tune such a scene to look amazing anyway. The difference is things like path tracing can offer similar fidelity without specific artist labor.
Re:Cyberpunk 2077’s Path Tracing Update by mrandish on Monday May 08, 2023 @11:49AM (#35862958)
I think you've hit on the key relevance of path tracing (and similar advances). It's not that it necessarily brings a huge improvement over the current state of the art when comparing a hand-tweaked "Hero Scene." Skilled game artists can already tune such a scene to look amazing anyway. The difference is things like path tracing can offer similar fidelity without specific artist labor at the level of texture maps.
Re:Cyberpunk 2077’s Path Tracing Update by operator-name on Sunday May 07, 2023 @11:30PM (#35857755)
DLSS is a big part of the magic here. Ordinary 1 ray per pixel would be barely enough, let alone 1 ray per 2/4 pixels. We're really got the "trickery" to thank as without it we'd be taking a large step back in terms of detail.
Re:Cyberpunk 2077’s Path Tracing Update by newZWhoDis on Monday May 08, 2023 @12:56AM (#35858251)
Raster has decades of trickery built in. PT will catch up.
Re:Cyberpunk 2077’s Path Tracing Update by cubefox on Monday May 08, 2023 @05:11AM (#35859607)
The main "trickery" comes before DLSS, namely via the heavy use of a denoiser. This reduces the required ray count to a small fraction, while still yielding acceptable quality.
Re:Cyberpunk 2077’s Path Tracing Update by phatfish on Monday May 08, 2023 @06:41AM (#35860098)
I think the big gain came from "ReSTIR". The previous games released with RT "remasters" like Quake 2 have only a few lights that need to be traced per frame. ReSTIR apparently can optimize how rays are traced and allows for far more light sources to be visible.

This is where the performance gain for the 100s of lights Cyberpunk might have in a single frame comes from.

https://research.nvidia.com/publication/2021-06_restir-gi-pa...

There is a "Digital Foundry" video which mentioned it.

Re:Cyberpunk 2077’s Path Tracing Update by girvo on Monday May 08, 2023 @12:29AM (#35858099)
> As soon as the average gaming PC and console has the power of a 4080/4090, rasterization is dead.

Yeah I think so too, but I do think that is a long way away. At least 5, maybe more, years. Because the sheer install base of non-path-tracing cards means a developer is silly to ignore it, and sadly the state of the GPU market means that that install base is going to stay as-is for quite a while, I think.

I hope I'm wrong: path tracing with proper dev tooling around it means we get near-perfect lighting in our games, with less development and artist time needed to achieve it. It'll be an amazing day once it's path-tracing-only.

Re:Cyberpunk 2077’s Path Tracing Update by kevingadd on Monday May 08, 2023 @12:48AM (#35858213)
This is still rasterized, though. They're just leveraging RT hardware for high-fidelity shading.
Re:Cyberpunk 2077’s Path Tracing Update by cubefox on Monday May 08, 2023 @05:13AM (#35859621)
Is it? I thought they rendered everything with ray tracing.
Re:Cyberpunk 2077’s Path Tracing Update by MindSpunk on Monday May 08, 2023 @10:12AM (#35861685)
https://www.nvidia.com/en-au/geforce/news/cyberpunk-2077-ray...

The rasterizer is used to trace the primary rays to generate a G-buffer like any other deferred renderer that's been in use for decades by this point. What's unique is that all light transport is solved with path tracing.

Re:Cyberpunk 2077’s Path Tracing Update by automatic6131 on Monday May 08, 2023 @04:32AM (#35859352)
>As soon as the average gaming PC... has the power of a 4080/4090

So, a decade from now

>As soon as the average gaming PC and console has the power of a 4080/4090

Ah, more like 15 years.

Then, shortly after that, the mainstream won't be client compute, but cloud compute and game streaming. Although, I wonder if 20 years to build out full fiber for almost everyone in rich countries is realistic. I might be over optimistic here, actually. Maybe 30 for mainstream game streaming.

Re:Cyberpunk 2077’s Path Tracing Update by terafo on Monday May 08, 2023 @09:24AM (#35861277)
I'm willing to bet that next gen consoles will at least match RTX 4090 PT performance. It will not take 15 years, it will take 4-5.
Re:Cyberpunk 2077’s Path Tracing Update by whizzter on Monday May 08, 2023 @06:26AM (#35860005)
Even if you have path tracing, the "primary" rendering (ie seen triangles) will almost surely use classic rasterization because it's simply so much faster still w/o any real downsides.

Secondary rays (GI, non-planaer reflections) though are quite hacky to accomplish with rasterization and benefits immensly more from the availability of raytracing extensions where your "only" problem is that you can't sample as much as you'd like so you need to converge a solution instead.