00:02I'm Christian, I'm a tech director for the engine group at DICE
00:06and next to me we have Jonas, media and video editor.
00:10We're here to show you our implementation, our vision,
00:15our take on what RTX can be
00:17and we want to show that in our brand new Battlefield V.
00:21Let's start here in a very zoomed in view of this soldier's eye
00:27and we're going to observe something that we've never really been able to do before.
00:32So Jonas, I'll leave it to you, take it away.
00:34What you're seeing there is a tank firing off screen being reflected in the character's eye.
00:40Now you guys know this is not possible with screen space reflection, right Jonas?
00:44Exactly.
00:45Because the fire is not on the screen.
00:48So now if we turn around and we then see the environment,
00:52we can see that the tank muscle flash not only reflects in the eye,
00:55it reflects in the entire environment in the tram windows there
00:58and within the tank itself, moving here.
01:02So now if we keep moving forward, yeah.
01:10That's great.
01:11So of course one of the big challenges of SSR is also complex surfaces like this.
01:15so now with RTX on, if we set off an explosion behind the tank here
01:20but next to the car.
01:22Oh, come on!
01:24You'll see it reflecting accurately within the car.
01:33That's impossible!
01:35Of course.
01:35How would you do that with RTX off?
01:38Yeah, how does that look?
01:39Like this here.
01:41So let's, yeah.
01:43Wow, that looks incredible!
01:46And it's of course, it's updating dynamically, everything.
01:48Reflections will never be the same again!
01:51Look at the reflections off the ground, guys!
01:54It just, it just...
01:55Yeah, so you can see...
01:56Wow, it just happens!
01:57With SSR, if it's in the screen space,
01:59you still get some of the reflections upon the car
02:02but due to the nature of SSR,
02:05it disappears as it goes away.
02:07But because ray tracing just works,
02:10you just get the expected result,
02:12how you'd think you'd see it.
02:13So, the next thing we have to show you
02:16is the big, scary, crocodile tank, the Churchill.
02:21And if we make that one shoot,
02:23it's flamethrower across the scene here.
02:27Then you will again see that reflecting upon the surface
02:31and on the soldiers battling it out here in Rotterdam.
02:34So now if we look down in the ground,
02:36with RTX on, we'll see the flame,
02:39we'll see the soldiers moving,
02:41we'll see everything.
02:42And now if I turn RTX off,
02:45we lose everything.
02:46We lose all the detail,
02:47all the context of what's happening in the scene.
02:50But with RTX on,
02:51you just get a much more cohesive image
02:54and a better understanding of what's happening around you.
02:58So one thing we also pay particularly much attention
03:01to in battlefields is just the weapons,
03:03yeah, accuracy, making sure the smallest detail is correct.
03:07You can see even there,
03:08the flames are reflecting properly in the wood of this gun here
03:12and in the windows in the back.
03:14Now, if I turn RTX off again,
03:16you lose all this detail.
03:18So, yeah, really cool.
03:20Now, Jonas, what you guys have done
03:22is all of your guns,
03:24all of the objects are modeled physically.
03:26Exactly.
03:27It's physically based.
03:28And so the gun has wood, which is diffused.
03:32It's a dielectric material.
03:34You have metal, which is reflective.
03:36And the metal has substructure in it, microstructure in it.
03:39So there's some roughness in it.
03:41And so without doing anything at all,
03:43because it's physically based,
03:45we shoot a ray into that scene.
03:47It intersects with a triangle on that piece of metal on the site.
03:52And it figures out, I need to boink, generate another reflection ray.
03:57And it traces its way to the flame, which is coming by.
04:01And when it comes by, it accumulates on the surface,
04:04it shades it perfectly all by itself.
04:06Ladies and gentlemen, the magic of ray tracing.
04:10Exactly.
04:10And there's more.
04:14So what you see now are objects that are really close by,
04:18but ray tracing works for more yet.
04:20So up here, we've got two C-47 airplanes.
04:24They've been shot down.
04:25They're crashing with their hands on fire.
04:27So now if we go over to the car here,
04:30and you can also see the flame reflecting in the car nicely over there.
04:33So if we keep moving forward,
04:36and then look down on this reflective car right here,
04:40we will still be able to see the plane.
04:45If we move back here, we can see the plane reflecting in the car.
04:50If I move this lens flare.
04:51Wow, your lens flare works good.
04:54And then with RTX off,
04:55I love it.
04:55It's everything on there.
04:56Yeah, look at that.
04:57You can keep moving forward.
04:59Wow.
05:05And Jonas, you guys did a great job with Fresnel reflection.
05:08Look how, look, when the angle is just right, it's just a perfect mirror.
05:11It looks beautiful.
05:11So here, it's a good example on transparent surfaces with Fresnel and PBR rendering.
05:16The more of an angle you're at, the stronger the reflection gets.
05:19And now with what we had before on these ones were just cube maps,
05:24which they're also static.
05:26But with Raytrade, you get a lot more detail.
05:28You see the entire environment.
05:30And of course, as I said, the old school cube maps,
05:35they are also static.
05:36So say that we were to destroy this building here,
05:40make a tank, shoot it,
05:42with Raytracing on,
05:43you'll be able to see Frostbites and Battlefield's destruction system
05:47within the window, moving dynamically.
05:52And now, to end it all off,
05:55RTX, I mean, it works on the entire scene.
05:58So what if we were to shoot off a V1 rocket here
06:04and zoom out, get a good view of the entire street of Rotterdam,
06:10and then take a look at the windows,
06:12all the places that you would expect to reflect.
06:15And now, turn up the time again,
06:17and we just wait patiently for the V1 to hit the ground.
06:23And there.
06:31That's awesome.
06:32That's great.
06:34Good job, you guys.
06:35Good job.
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