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Nvidia hat ein neues Video zur Pathtracing-Technologie »RTX Mega Geometry« veröffentlicht. Darin werden auch realistische Wälder in The Witcher 4 versprochen.

Mithilfe von Pathtracing konnten in den vergangenen Jahren große Fortschritte bei der Beleuchtung von Spielwelten gemacht werden. »RTX Mega Geometry« ist ein weiterer Schritt auf dem Weg zum Fotorealismus. 

Millionen einzelner Polygone werden dabei zu Clustern zusammengefasst, was die Performance deutlich verbessern und die Hardwareanforderungen senken soll.

In The Witcher 4 sollen so etwa komplett mit Pathtracing berechnete Wälder entstehen. Aufgrund der komplexen Geometrie galten Wälder bisher immer als eines der größten Probleme bei der realistischen Ausleuchtung.
Transkript
00:04WDR mediagroup GmbH im Auftrag des WDR
00:04Our journey with real-time raytraced effects in games
00:07started back in 2018
00:08with the launch of the RTX architecture.
00:11Subsequent breakthroughs in RTX
00:13have enabled the leap to path tracing,
00:15which brings unified global illumination
00:17and physically accurate lighting
00:19to games such as Cyberpunk 2077,
00:22Alan Wake 2,
00:23and Doom the Dark Ages.
00:25Upcoming 2026 titles
00:27Pragmata, 007 First Light,
00:30and Control Resonant will leverage path tracing
00:32and RTX technologies to achieve state-of-the-art visuals.
00:36Last year, we introduced RTX MegaGeometry,
00:39which brings unprecedented geometric detail
00:42to path traced worlds.
00:43By compressing geometry into clusters,
00:46MegaGeometry can handle massive scenes
00:48and update them up to 100 times faster
00:50than previous methods.
00:52This enables full fidelity path tracing
00:54with advanced level of detail systems like Epix Nanite
00:57and even allows for real-time tessellation of complex surfaces.
01:01In Alan Wake 2, MegaGeometry optimized existing assets
01:05to deliver higher frame rates at lower VRAM utilization.
01:09Remedy is also integrating MegaGeometry
01:11into the upcoming Control Resonant.
01:14Today, we'd like to show you a first preview
01:16of our latest MegaGeometry advancements.
01:19Large-scale natural environments such as forests
01:22remain a difficult challenge for real-time raytracing.
01:25Such scenes demand a high number of objects
01:27with complex geometry combined with continuous animation.
01:31This comes at a significant cost to raytracing
01:33and acceleration structure performance,
01:35as well as VRAM requirements.
01:37We are developing a new level of detail system for foliage
01:40to address all of these challenges.
01:43The technology selectively updates the scene
01:45and represents level of detail in a way that is compact in memory,
01:49visually seamless, and efficient to raytrace.
01:52With this, for the first time, we can path trace dense environments
01:56with millions of detailed plants, unique animation,
01:59and accurate real-time lighting.
02:01Our foliage system is built on top of the existing MegaGeometry APIs,
02:05and we will make it available as open source later this year.
02:09We're excited to partner with developers like our friends at CD Projekt Red
02:13to bring this technology to future titles.
02:18Creating immersive experiences is a core part of what we do at CD Projekt Red,
02:23and visual richness is part of that.
02:25We're collaborating with both Epic Games and NVIDIA
02:28to streamline the implementation of path tracing into The Witcher 4.
02:32Using the in-development MegaGeometry foliage technology,
02:35we can bring fully path traced forests to the world of The Witcher.
02:39This rendering technology delivers incredibly intricate foliate geometry
02:44with greater depth and richness.
02:46It enables millions of accurate shadows and lighting effects
02:49previously impossible at this level of visual fidelity.
02:53We can't wait for players to experience this level of detail in The Witcher 4.
02:571 in Fallout 2 owa.
02:571 in Fallout 1
02:591 in Fallout 3
02:592 in Fallout 1
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