Comments (306)

kudos to the shader developers. that is crazy

https://www.patreon.com/sonicether

Edit:

This is not ray tracing it’s a different form of tracing (explained above by u/Benvarkas ) so rtx cards won’t perform better because of their tensor cores but simply because they are more powerful.

We said kudos, not money

This comment has been removed in protest of Reddit and their CEO Steve Huffman for destroying the Reddit community by abusing his power to edit comments, their years of lying to and about users, promises never fulfilled, and outrageous pricing that is killing third party apps and destroying accessibility tools for mods and the handicapped.

Currently I am moving to the Fediverse for a decentralized experience where no one person or company can control our social media experience. I promise its not as complicated as it sounds :-)

Lemmy offers the closest to Reddit like experience. Check out some different servers.

Other Fediverse projects.

Holy shit, $4000 a month seems insane.

Well easy allies earn 50k$ per month.

But they're 9 people so they really get about 5,5k$ each. They deserve every penny tho.

Yeah I stat I’d want to see is the leaderboard for highest per month.

Just checking it’s higher middle tier, there’s people with a lot more

If you thought $4000 a month was crazy, check it now.

now its 40k.

I'm used to work for SkyBox Labs and I helped them recruit their Rendering Engineer for Minecraft, Gary, two years ago. Kudos Gary for making Reddit!

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You will need a more powerful 10 series, 16 series, or a 20 series. Nvidia recently announced that they will add support for non-RTX cards, but it won't be as good as the 20 series.

1070?

That will technically support it, but it doesn’t have the dedicated Ray-tracing cores, so it’s significantly slower. My understanding is that if you really want to do real time ray tracing and get decent frame rates, you’re going to need an rtx card.

Big fac

Thank you :-)

It won’t stop me from melting my 1070 though

IDK what the norm is, but I checked benchmarks for BF5 (like a week ago), and I believe it halved the FPS for the RTX cards even with their tensor cores. Running it on a GTX might end up with 1/3rd your normal FPS or even less.

Huh I get 800+ frames in Minecraft so how much will it affect this?

Only 240 frames sorry bro

Well I guess that’s literally unplayable on my 300 hz monitor 😐

/s if you really need it

But Minecraft with modern cpus is just insanely fast and easy to run, especially on low settings

Low settings -> speaking of RTX texture pack

bruh

Bruh have you even overclocked your 1070 to play Minecraft? The frame rate is so high it hits a number cap. I don’t know with ray tracing (not rtx) but I’ll try and report back sir

w/o mods yeah, as soon as you try with Shader etc, it tanks...

Yeah that’s what I thought... thanks

I know haha. I think 240 is one of the fastest which is why I said it... plus close to 1/3rd of 800.

I honestly haven't played minecraft since the nether portal update. I got it in beta because it sounded kinda scary. Like you have to kit yourself out and hide or something.

That might be why I enjoy Apex now...

Just got back into it but mostly for exploits and duping for fun on vanilla servers

Well, the guy that recorded this said on Twitter that this was at 25 fps max, with a i9 9900k and a GTX 1070 Ti

That's with RTX on ultra and really, most players don't notice a difference between RTX on ultra and on medium (and medium is significantly less taxing on the fps than ultra). Do keep in mind that BF5 only uses ray tracing for reflections, not for lighting.

I’ll turn my poor GT 1030 into lava to play Minecraft like that if I could

I don't think Minecraft will melt your 1070 if you're modest with the level of ray tracing you use, but other games like Metro Exodus and BFV will definitely melt it.

the sooner we melt our 10xx cards the sooner we can get 20xx cards :D

1070 should be able to handle raytracing in Minecraft. Lol

False. This shader is seus ptgi (path traced global illumination). It uses vertex shaders and uses absolutely no Ray tracing acceleration. No rtx whatsoever. It only works on Nvidia cards however because of how the integer math is performed.

Wrong on why it only works on NVIDIA cards. It only works on NVIDIA cards because it uses an OpenGL extension only available on NVIDIA cards, an extension which adds support for geometry shaders, which makes this considerably easier to implement.

yeah from what i understand this extension is not available to amd cards due to how the math is performed

Bump for visibility

Hey so I'm 100 Brand new To minecraft and saw this and this looks AMAZING, How do I get this on my PC? This makes it look like a whole new game! I have a i7 with a 1080 please someone at all, let me know how to make me new minecraft look like THIS. WOW!

Would love to know this too.

Has anyone tried this in VR? I havn't played. A lancake game in over a year but would be neat to see this work in VR.

This video was recorded on a 1070ti (source)

Nvidia? The person who made this shader is called Cody. The shader is called SEUS.

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I do. I sincerely doubt you do. DXR support has literally nothing to do with this Shader made by one dude.

I didn't know about the shader. I just assumed that it was just DXR and RTX stuff.

It's probably the DirectX12 implementation

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As a fellow Minecraft shader dev, no, this doesn't use DXR or RTX. RTX is only officially supported with DirectX 12, with unofficial developmental extensions available for Vulkan and OpenGL 4.6. Minecraft uses OpenGL 2, a version of OpenGL that is now over a decade old. This literally cannot use RTX.

DXR requires DirectX, genius.

These are GL Shaders. Minecraft Java uses GL Shaders.

https://developer.nvidia.com/rtx/raytracing/dxr/DX12-Raytracing-tutorial-Part-1

What about my Titan Xp? It's basically the 1080.

I dunno. Actual DXR and RTX support depends on what Nvidia decides to support, but since I was recently informed that the ray-tracing showcased in the video is from a shader, you should probably be able to get it.

I'm pretty excited. I just ordered a RTX 2080 as a birthday gift to myself. can't wait to try some of my favorite games on it.

raytracing doesn't benefit from a strong GPU. The bottle-neck is the memory-access and not the processing. That's why a strong CPU will help much much more than a strong GPU

some background:

with rasterization you process one shape at a time, and you even control the order in which you process them to some degree. this means you can load this shape, do all processing, that needs to be done, then move on to the next shape, which you already pre-loaded.

with raytracing you process a random point in the scene on each bounce of each ray. On each bounce you will have to load information from a new shape. You have almost no control over where the next shape will be.

That being said: Some raytracers try to mitigate this problem by guessing where rays will hit, and by bundling them accordingly, so they can cache shapes and need less random memory access. In fact the fastest raytracers are also the best at bundling rays/predicting rays. But they are not so fast, that the memory-access stops being a bottle-neck

And not just pure memory bandwidth either. Need high throughput random access low latency memory.

With rasterization there's two main variants, forward rendering (single-pass) and deferred shading (the expensive shading step for fragments is deferred into a separate lighting pass that gets executed after the geometry pass). Drawback with forward rendering is that the expensive computations can be performed multiple times in vain for the same fragment (which is usually avoided by doing a depth pre-pass... front-to-back rendering helps a bit as well). Anyways, the smallest primitives are vertices, edges (two verts), and triangles (three verts). For a triangle to be rendered each vertex contains some data (local space coordinates, data pertaining to their normals, UV-coordinates) which then gets transformed into world space and object space respectively (except for UV coordinates that stay the same) in the vertex shaders. Then later on, all triangles for the currently drawn mesh that are inside in the viewport frustum (clip space) are used to determine if they affect a fragment and are then checked if their the depth of the fragment at the tri is less than the current depth buffer value in which case they'll overwrite the current colour fragment. In either case, you'll want to do as few draw calls and as few light shadings as possible so that your engine remains performant.

For ray-tracing, there's two varietes. There's the more physically correct forward raytracing where you simulate X amount of photons being emitted from a lightsource, and then bouncing around the scene up to Y times, and then you have the render viewport more or less act as a receptor that stores the colour data of any ray that intersects one of their pixels. These raytracers are super slow and usually result in a gritty image (artefacts commonly referred to as "fireflies") unless you have extremly high photon counts. These are usually cleaned up in a post-processing step (e.g. composition) by running some filters on the image; one of the most effective ones being OptiX by nVidia that is AI-driven (machine learning has been used to train the AI to identify and remove fireflies). The other kind of raytracing is backward rayracing which is magnitudes more efficient. Instead of collecting rays with the camera, it sends out a ray for each pixel X,Y of the view screen, and this ray then does a collision check with each potential occluder, each time solving for t (distance to intersection), and then returns the closest hit. This is then used to computer the world-space position and normal of intersected surface and from it you can then do a test for each nearby lightsource (e.g. Phong diffuse, Blinn-Phong specular or Fresnel reflection), but in order to accomplish some of the more desirable optical effects things become difficult with this approach. Also, although this kind of raytracing works with anything that has a shape that can be described mathematically, it works the best with simple mathematical primitives (spheres, cubes, planes, axis-aligned bounding boxes, etc). In most practical cases, to render a hand-sculpted mesh you'd likely have to split every triangle into its own object which renders hi-poly meshes more or less unworkable. Then of course there are hybrid approaches and what not that might focus on leveraging raytracing to accomplish specific effect that often are AI-accelerated like nVidia's RTX is.

1080ti is the lowest level ray tracing will be supported and it is still an amazing card. 72% speed of 2080ti which is a great price level.

Edit: corrected info below

1080 is supported

Even cheaper

And lowest supported card is the GTX 1070

cries in integrated graphics

The lowest supported Card is actually a GTX 1060 6Gb

In a Ray tracing scenario a 1080ti is barely 35% of a 2080, let aside the 2080ti. Ray Tracing is very very very taxing on “generic” hardware.

Still aint gonna stop me from looking at it on my 1070.

Nice, that means I can use it

I sure hope you’re sarcastic!

I think that’s a legitimate question..

Minecraft will bring any rig to it's knees

old af but it runs at 30 on a 1050ti and you've got more power than that

This is actually not ray tracing but path tracing. It's the latest dev build of SEUS, available only to Patreon subscribers at $10/mo (or higher) on SonicEther's Patreon.

As for framerates, i am getting around 25-40 fps on the highest settings at far render distance on an i9-9900k / gtx 1070 ti PC

Info from http://twitter.com/notglacier

Is this for the windows 10 version or Java version?

The SEUS mods are for java, there are a few other mods for W10 version though

Do we have shaders for W10 yet?

No, there was an official pack to add shaders that was announced in 2017 called the super duper pack but nothing more has been said about it.

I was under the impression that path tracing is beyond impractical for gaming because of how slow it is, and that's why gaming is pursuing ray tracing right now. There seems to be way too much going on in that for path tracing as I'm used to seeing. (I'm aware of path tracing in final 3D renders of 3D models and such.)

Edit: I looked at the patreon description after brushing up on path vs. ray tracing. It would appear it is indeed path tracing at a very low sample rate (relative to what you'd see in final 3D renders of something like Octane) with denoising on it. Because it's a lighting & shading focused mod, I understand why he'd pursue low sample rate path tracing over a relatively 'high' resolution ray tracing solution. I'm thoroughly impressed that it's even playable considering how good it looks, knowing that it's path tracing instead of ray tracing.

The diffuse lighting is completely path traced, however the reflections are using a custom cone tracer Sonic Ether has written, that uses the same data structure as the path tracer. There is, however, a fully path traced shader called VXPT, that accumulates samples across frames. It takes a few minutes for the noise to smooth out, but it does eventually result in gorgeous images, like this.

Interesting and good to know.

Not sure why I hate the look of that screenshot. I must be too autistic to handle surfaces so extremely reflective.

That's something I'm confused about. Is path tracing a raster-based GI, or does it actually use Microsoft's DXR and Nvidia's Tensor cores?

I'm no expert on the subject but it shouldn't be able to be using DXR and/or tensor cores running on a 1070 TI

Here's the confusing part: Nvidia recently enabled DXR on the 10- and 16-series cards, they just won't have Tensor acceleration. So when someone mentions "path-tracing on a 1070 Ti", it isn't immediately apparent if it's using traditional raster rendering with "path-tracing" thrown in as a buzzword, or if it's actually Tensor-accelerated DXR without the Tensor acceleration.

If we knew at what resolution he was getting 25-40 fps, it'd probably be easier to say.

60-90 fps on a 1080 at 1080p (another source), as far as I understand path tracing is not a buzz word but a different method completely than ray tracing. Again I'm no expert, but my understanding is that it's raster rendering at a low sample rate with denoising to make it appear sharper. Another commenter on this chain has helpful info if you wish to dig in deeper, please shed more light on this if you reveal more info

Path tracing is an alternative form of raytracing where the rays behave a lot more like light actually does.

With raytracing, when a ray strikes a surface, additional rays are shot out into the scene to cover each aspect of lighting. Rays are shot towards all nearby light sources to figure out how shadows are cast on the surface, a ray is shot off of the surface in a specific direction to create a reflection on the surface, a ray is shot into the surface in a specific direction to create a refraction through the surface, etc. When these rays hit other surfaces (except the shadow rays), the process repeats itself.

With path tracing, when a ray strikes a surface, a single additional ray is randomly determined to be for an aspect of lighting, so it may be a diffuse/shadow ray or a reflection ray or a refraction ray, and it is shot in a random direction based on which type of ray it is. When that ray strikes another surface, the process repeats itself, with the new ray being completely random, too.

Raytracing offers a more "complete" sample of the scene, while path tracing offers a more realistic portrayal of the scene. Due to the randomness of path tracing, many more, sometimes 100-1000x more samples are needed for a smooth image.

So ray tracing is better for real-time rendering and path tracing is better for export rendering?

I heard that for film-quality export rendering, hundreds or thousands of rays per pixel are drawn to eliminate noise, while real-time rendering only uses 1-4 rays per pixel and just denoises the image from there.

I'm trying to understand how a 1070 Ti could even manage 25-40 fps at 1080p if path tracing is that computationally expensive.

They're both different rendering methods, really. Raytracing has the potential to look just as realistic as path tracing, but a lot of the things that come naturally to path tracing have to be "cheated" with raytracing.

Soft shadows are the perfect example, they come naturally to path tracing due to the random nature of how light bounces around, however raytracing has to "cheat" by shooting the shadow rays in a random direction within a cone pointing toward the light source. This will introduce noise, which requires more samples to smooth out, just like path tracing.

And yep, you're completely right about the amount of rays needed, and how "real-time" versions of raytracing or path tracing use only a few rays, then denoises the result (the shader specifically combines clever blurring of the raytraced lighting, with accumulation of samples across frames, to the point where it looks more or less seamless).

The reason why path tracing is possible here, and why RTX is needed for other games, is because shaders like these have a very simple foundation upon which the raytracer is built off of. The shader is shooting rays through a 3D texture, basically, while things that use RTX are shooting rays through a structure of basic polygonal geometry.

3D textures are extremely fast to calculate intersections against, which is why things like VXGI, which is kind of like raytracing, can run at decent speeds. Polygonal geometry is formed by many, many triangles, and triangles are actually quite slow to calculate intersections against, because the math needed to do it is quite complicated. And that's just for one triangle, the game has to test intersections against many more triangles for a single object, and many more objects to populate an entire scene.

The specific structure RTX uses cuts down considerably on the amount of triangles to test against, but still, the process is slow enough that it needs dedicated hardware to help, which is where Turing comes into play (Turing contains units that are dedicated to handling ray-triangle intersections within the specific data structure RTX supports).

It's for the same reason why things like this run at >50-60 FPS. These cylinders are all represented by pure code, which is orders of magnitude faster than even 3D textures.

Why would someone buy a 9900k and a 1070?

Someone who needs more CPU than GPU? Not everything is about gaming?

But that’s the most important part! ^^/s

If your doing video editing its a lot more useful to have a better cpu.

They didn’t go outside for fear of melting the computer

fun fact: with some raytracers your frame-rate doesn't drop when the GPU can't keep up. Instead the image becomes grainy, because less rays get processed per frame.

I actually really like that effect. It looks so much closer to what actual vision is like, even if it's much more extreme. I wish people didn't hate it.

I feel like progressively more grainy visuals is just SO much better than graphical lag. Having time skip around while I'm interacting with anything feels so bad. It doesn't make for pretty screenshots, though, so it makes sense that it was never pursued as a viable option from a marketing standpoint.

That's like the Blender Cycles renderer. Raytraced images are often rendered in squares at a time to 'break up', the workload

what is ray tracing?

edit: uh...okay guys I think I get it

A special process whereby your framerate is turned into a PowerPoint sideshow and your system into a space heater

Ray tracing: we turn your system to a space heater

New England residents: shit ni🅱️🅱️ro, thats all you had to say

As someone who lives in CT, and has a very cost-inefficient ceiling radiant heat, my pc easily warms my entire bedroom faster, and better than the heat. Even with amazing temps in the case, it gets my room to a nice, cozy 75F

75F?? Dang, if my house gets above 18C (64.5F) I'm sweating.

That's winter temps for us in Louisiana

3 days ago it was almost 70 degrees.

Right now it's 30.

That's middle of spring temps for us in Idaho

The motor for my central heat system in my house literally exploded earlier this month and my entire home was freezing. My PC kept my room warm through several nights.

What is it about CT and ancient heating systems!? My boiler turned 99 years old this year!

I slapped a box fan and a heater filter beside my computer during the winter as a ghetto 3 in one computer, heater, air filter

You could see how in that one room there just wasn't any dust while you could still notice motes in the sunlight elsewhere in the morning.

CT representing! Yeah nothing beats a quick gaming sesh before going to bed to warm up the bedroom.

My roommate with his fancy PC setup got pissed at the rest of us (4-bedroom apartment) when we finally turned on the heat for the winter because his room got too hot. Sorry, dude, but the rest of us don’t have our own personal heaters in our rooms, and we’re kinda cold.

I heard that a pc is actually a surprisingly efficient source of electrical heat, and you get, you know, a pc too.

You deserve some sort of reward for that comment, holy shit

So many up votes for an exaggeration. People really dislike the the rtx cards

Edit: I've gotten some PMs and a reply or two about the complexity of my comment. I get it. I know what and how Ray Tracing works. I just simplified it to answer the question. I know you can do a lot more than reflections and god rays, it was just a quick example.

It's the technology that Nvidia is currently pushing with their new graphics cards. So far, reflections in video games have been handled by creating a copy of a character and putting them "behind" a mirror. It's easier than to actually have reflections (and also because the performance of reflections is atrocious). You then have "god rays" which is when the sun hits something like a tree, and causes these small pillars of light to appear through the leaves. That's also very slow performance-wise. Ray tracing is a technology which lets the graphics card handle those intensive calculations and actually give you a playable performance.

Worth noting: since the GPU is handling the calculations, you can actually have reflections where you wouldn't normally have them (such as small puddles).

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so this isn't for peasants

Well it depends.

Metro Exodus’ implementation of Ray tracing while utilizing DLSS (a method used to lower the load of the graphics on the card) is not too far off and has made strides to becoming usable without a RTX 2080 ti. A 2080 will run the game above 60fps with ultra RTX and ultra settings @ 1440p

RTX has made faster improvement compared to the adoption of 4K resolutions. It took years to have a GPU capable of running 4K games over 60 FPS sub 1k

Recently DICE and Nvidia has been working on battlefield 5 and have released patches and updates that have lessened the hit to performance to like lower than 30%.

So while it still isn’t affordable, it’s way more affordable than the cost of trying to buy a 4K gaming machine a few years back. RTX is more like a near future feature than something from the far future.

Ray tracing was all the rage back in the Archimedes/Amiga 16bit or early 32bit days of home computers. You couldn't pick up a programming book or magazine in the late 80s without seeing some ray traced image on it. And you knew it was ray traced because everything was extra shiny and checkerboards just to show off your ray tracing. Spheres. So many spheres. And at least one cylindrical pyramid.

Example: http://www.etwright.org/cghist/images/amigaworld.jpg

Pretty sure normal animation still uses ray tracing. It's just becoming possible for real time stuff now because it's a super intensive process.

~~Well, they actually do use it. Doom for example, used Ray Tracing to actually render in 3d, and to my knowledge essentially all 3d games use it for rendering. The issue is that the more complex calculations (which would slow down games) didn't really work on the CPU.~~

~~So, Nvidia didn't invent anything new with Ray Tracing. The revolutionary thing is that it allows it to be performed on the GPU, which lets the CPU do other things, which is really impressive. The whole "RTX on/off" thing is really just: "Look, we can use the GPU to essentially render this in real-time, whereas the CPU would make the game unplayable."~~

Woops, confused Ray Casting and Ray Tracing. My bad.

No, Doom used raycasting.

It's completely different. Please don't post bullshit.

Literally no games until this year has used raytracing in real time.

Oops, you're right. Confused the two for a moment there. Edited my comment.

I’m currently working on some renders in Daz3D using the built-in Nvidia iRay ray tracing rendering engine rendering at 1920x1080. Right now it is taking between an hour and an hour and a half on my GTX1070OC for a single still image.

I want an RTX 2080ti so freaking bad right now...

True mirrors and god rays are probably the least exciting thing about ray tracing. It's more true lighting in every way. It actually calculates how light would bounce around in a space to light it up different ways. A wet floor bounces more light off of it from a ceiling fan than a dry concrete floor, lighting the whole room. Right now video game graphics designers have to add shadows manually with an approximation of how those shadows should look given where light sources are coming from, which generally looks bad.

https://youtu.be/Ms7d-3Dprio in this video you can see when you're in a dark room but the sun comes in at an angle it will bounce light off the floor and illuminate the ceiling a bit.

rtx off looks more realistic in a lot of that video or am i just used to "photorealistic" games that dont have rtx so thats just how i have been conditioned

Hey, I think you have a fundamental misunderstanding of what raytracing is and how it works.

Stuff like lighting, shadows, and god rays are already handled by the GPU, but the gist of it is that a lot of the lighting is based on fast approximations and imitations of how real light works, like screen space ambient occlusion.

Raytracing is a general name for rendering techniques that calculate the paths at which rays of light bounce at. RTX is a specific raytracing technology developed by Nvidia, implemented in various degrees in several games.

BFV uses RTX only for reflections, and uses standard ambient occlusion for most lighting, whereas Metro: Exodus uses it for global illumination to produce highly realistic lighting effects.

It's worth noting that these games only use raytracing to render lighting, and still use rasterization based rendering for most things.

High framerate>realistic puddles

For gaming, sure, but you could realistically use it in render farms to make renders that used to take days faster. There are other uses for it as well (some have said if we could reconfigure it to do other things than Ray Tracing, we could use the calculation speed in a variety of other domains).

How many people work for Pixar, vs buying GPUs for gaming? Sure it will be great for some animators workloads but the vast majority of people who buy RTX GPUs payed a huge premium for a feature that is unusable.

Uh? I'm pretty sure Nvidia makes most of their income from non-gaming related sales. Their quadro series alone is used massively by companies who build render farms or by anyone who wants to render on those giant screens you see on sky scrapers in large cities.

By that logic let’s play all games with low settings, who cares how it looks if I have high frame rate.

Well, if a shiny mirror costs me 40% of performance, then sure. If my FPS isn't equal or greater than my refresh rate, then I'll lower the graphics setting. It's as simple as that. No need for strawmans.

It's unfortunate that Nvidia chose to do RTX with these cards, when it's more like 10% less performance there's gonna be a ton of people who think it halves your framerate.

There is a floor to frame rates and a point where they are so high it is diminishing returns. Even if you buy a to range 2080ti you still will struggle to hit 60fps which is my bottem end.

Ray tracing is awesome but it isn't ready for prime time with today's GPUs.

Generally true but sometimes you just want a nice screenshot of your build

How about

High framerate = realistic puddles

Video games aren't just about gameplay, they're a sum of their parts. You can't exclude one or the other and still have a full package.

That's not true about how mirrors are handled in games, it would be terribly inefficient to make a copy of a character model and whatever other objects are in the scene. Often times a mirror is just a camera.

Honestly, this is a legit question that I also want an answer to and the people replying with shitty jokes aren't helpful.

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A line is a one-dimensional object, and it can be placed in any non-zero-dimensional space. It really doesn't mean much for the definition of ray tracing.

Reddit in a nutshell

Ray tracing is a closer simulation to how light actually works in real life. A “ray” is drawn from the “camera” through each pixel in the screen, then reflected off each surface/light source some number of times to figure out what color each individual pixel should be (e.g. if a ray only bounces off a single red wall before it hits a white light, the pixel will be red. If it bounces off a red wall, then off a blue wall, then hits the light, it will be mostly red with a hint of blue). This is typically what 3D movies use, but is extremely computationally expensive (hence why you hear about how long it takes to render 3D movies).

The more traditional way real-time 3D graphics have been done typically involves a bunch of “cheats.” One way I’m familiar with is to draw a line from each light to each vertex (aka “corner”) and then to the camera, to figure out the approximate colors of all the vertices, and then use some math to approximate all the colors of the surfaces in between.

I’m pretty sure the ray tracing being added to games is the “real” ray tracing, but being added “on top of” traditional graphics, and done at a lower quality than what’s typically done for movies so that it can happen in real time. But I’m not super familiar with how the RTX cards work, so who knows.

https://en.wikipedia.org/wiki/Ray_tracing_(graphics)

You are in a meme forum. If you want to learn technical issues instead of basking in low effort humor, there are better options.

Ray tracing is a way of rendering graphics that is very different from the typical approach. TBH, ray tracing is way easier to explain than the typical approach.

So, in real life, light gets thrown from light sources, bounces off of stuff, and then reaches your eye. To simulate this via computer would be insane and impossible: even the smallest lights throw off billions of photons, and most eventually just get absorbed without hitting any observer's eye. So ray-tracing reverses things: it shoots rays out of the observer's eye, and traces a path back to light sources.

Here's roughly what that looks like. That camera is the observer (i.e. the Minecraft player). The sheet of blocks is the screen, where every block is a pixel. A ray tracer will shoot a ray from the camera through each pixel, and see where it lands in the scene. From there, it traces a ray back to each light source affecting the scene (the sun, torches, lava, whatever). Is that ray blocked? Then the light source doesn't contribute to the color (i.e. this surface is in the shadow relative to that light source. Add up all the light sources, and you get a final color, and you set this pixel to that color. The final result is a rendered scene (see the video above). Since this is much closer to how things actually work than the typical method (rasterization), you get a lot of nice effects for free: mirrors, reflections, lighting effects, and so on.

But...I've told a simplified story above. It's not enough to do a single ray per pixel. Sure, a lot of light hits your eye after one bounce, but a lot of light bounces off of multiple surfaces before hitting your eye. Shadows aren't sharp, they're blurred; there are a ton of subtle lighting effects that the above wouldn't capture. A scene rendered with the above approach would look artificial (think of early-90's renderings, which used raytracing a lot), with hard edges, sharp shadows, etc. You actually have to cast many rays per pixel, and account for many different effects. A 4k display has over 8 million pixels...if you have to cast many rays for each of those pixels, and each ray has an arbitrary number of legs, you're talking about an expensive operation...and one that modern graphics cards aren't built to handle.

So, raytracing has been the technology of tomorrow for a couple decades now. I hope this time it actually takes, but I'm not holding my breath.

BTW, a quick summary of the current state of the world: you draw everything with triangles (originally big and clunky, now so small you can't really notice them), you fill them in with a texture, and you use a couple layers of hacks to make it all look good. And it can look good: just look at recent triple-A games. But there's always artifacts and odd little quirks that undermine the illusion: shadows that have to be pre-rendered, and so don't take account of moving objects. Or a lack of reflections, or reflections that are weirdly flat. Or materials that just look wrong (metals, for example). Or a lack of moving lights. We get close enough that things look really good, but you can still tell that something isn't quite right. When something looks so good you can barely tell it's CGI (say, in a movie), chances are it was ray-traced.

To add to other explanations, I should mention that it's actually fairly old technology at this point. The problem with ray tracing has always been that calculating light bounces is an expensive operation, so it's been limited to pre-rendered graphics. Animated films and VFX for example have been using ray racing for decades because they don't need the ray tracing to work in real time. Movies can afford to spend several hours 'rendering' individual frames in ways that games cannot. (This is one of the many reasons film effects tend to look better than ones in games.)

The only new thing here is that the technology is slowly approaching the point where real-time raytracing is possible.

The computer traces the rays of lights, which is an old concept but to do so in real time is new technology. This creates real reflections as opposed to simulated reflections which is wjat has been done in videogames to this point.

Simulating light bouncing

It’s basically what it sounds like.

In the simplest of explanations, a beam is shot out from camera to a position, and that beam is used to do a whole bunch of shit.

I get that you are trying to keep it simple, but that really doesn't explain it at all.

http://en.wikipedia.org/wiki/Ray_tracing_%28graphics%29

I didn't expect Minecraft 2 this early

I am pretty sure I can run this.

With 1 fr/min

What texture pack is that?

It looks like it's vanilla. The shader mod makes it look better.

Oh you may be right. This is quite impressive.

Actually I got the shader, to use speculars and all that you DO have to technically download a different texture pack, but idk if the texture pack changes the blocks themselves rather than just add specular maps and stuff

but it is a different texturepack.

It doesn't look like it. The ice seems to be Packed Ice, and the floor might be the newer ore block texture (or maybe quartz with the shader).

If you look closely it's an iron block, but it doesn't look like it because the shaders make it look like an actual metal.

Props to u/ImBob23

This is actually not ray tracing but path tracing. It's the latest dev build of SEUS, available only to Patreon subscribers at $10/mo (or higher) on SonicEther's Patreon.

As for framerates, i am getting around 25-40 fps on the highest settings at far render distance on an i9-9900k / gtx 1070 ti PC

Info from http://twitter.com/notglacier

Woah

This is a beta shader mod by Sonic Ether not vanilla

Low-key looks like some spooky shit

So, will this run in the pocket edition or..?

Rig - LG pop

Nope This is the SEUS mod which is java only

Whenever something cool comes out expect it to be java only

I should’ve put the /s

But I appreciate the sincere answer since somebody will probably ask this.

Even if it was tecnically possible, there's no way to make it run at a decent frame rate in a phone. Only the latest graphic cards on gaming PCs can raytrace in real time.

This isn't actually real raytracing, but yeah phones wouldn't be able to handle it either way.

Even if it was tecnically possible, there's no way to make it run at a decent frame rate in a phone. Only the latest graphic cards on gaming PCs can raytrace in real time.

Holy shit that looks good. The first frame looked like irl lmao

F*cking unreal

Wait, that notglacier? If you know it, you know it.

OwO ^^^^^all ^^^^^I'm ^^^^^saying

(And yes it is)

yeah I came here like "wait, hang on, who?"

I came here to say this. ~~still grateful for when he drew my OC~~

Is this a special mod or a default setting? Does everyone have access to this

it's a seus shader

We are gonna see some real good Block Vaporewave in the near future bois.

"but can it run Minecraft" just because a legit doubt

Wrong sub, it would fit r/gaming but you don't mod that sub, you mod this one so it makes sense I guess

Has already been posted there 5 hours before this one. Guess he was too late.

Atleast he mods this, so the karma manipulation won't end

I mean, it is next level Minecraft and next level fan-modding.

Microsoft: "Make it run slower" 🤔

Holy shit, when can I play this? Hopefully can utilize 1080ti

Props to u/ImBob23

This is actually not ray tracing but path tracing. It's the latest dev build of SEUS, available only to Patreon subscribers at $10/mo (or higher) on SonicEther's Patreon.

As for framerates, i am getting around 25-40 fps on the highest settings at far render distance on an i9-9900k / gtx 1070 ti PC

Info from http://twitter.com/notglacier

A bit different to what I used to play (1.8)

Is this using BVH traverse?

This is the First raytracing game in weich raytracing looks cool and actually better than original

It isn't. Shadow of the tomb raider and metro both benefitted quite a bit.

I'm thinking about getting back into the game after putting it on the back burner for so long. Where should someone like me start looking for trustworthy mods?

I want to see what it looks like outdoors.

Of all the BS advertising nVidia did (and imho flopped) with the RTX about raytracing, I actually think this short video just sold me on it :|

This isn't ray tracing or nvidia's doing

It's path tracing and anyone can do it

Anybody can do raytracing, too. Raytracing is nothing special, and path tracing is actually considerably slower for the same quality.

Noted, but still

I'm guessing this isn't just a new skin I can download for my Xbox, huh?

Ray tracing is a sick feature dont get me wrong, but paying twice as much for a GPU bc of it, is just unreasonable

This is it, boys. Minecraft 2.

I can hear my computer dying as I try to load this up

My laptop can run Fallout 76 flawlessly but minecraft shaders give me 10 fps

This shows the power of good lighting. This looks gorgeous.

Bruh

Time to go back to Minecraft!

I love having the option to turn my computer into mush thanks

Wow!

Can someone fill me on this? I'm new to Nvidia. Just got a 2060 so I don't know a lot about this extra stuff. I know what RTX is just not what these dev build shaders and such are.

I can smell a GTX 1080 burning.

Will my 1060 support it?

Anybody know when any of this stuff is making it to the actual game?

How do you even download shaders and mods?

Whenever I try it never works.

That is cool

So I downloaded this today. It’s not raytracing, but it’s very similar. Looks fantastic!

Jesus are you on a quantum computer or something?

My eyes are blessed

Woah

I can smell his cpu melting from here

you wanna know what im looking at? ill tell you what im looking at

im looking at something that will melt my cpu, thats what im looking at

I love this, this is great. But good god do I hate that

I hate how shaders make the game look

Half the world is too bright and half is too dark

Can someone please ELI5 Ray tracing?

Ya shoot virtual light rays at stuff and calculate how it bounces n shit. Google will give you a more in depth answer but thats basically it. Also, this isn’t actually raytracing as many other comments have mentioned.

April fools?

How long do you guys think until this becomes the standard for games (even on consoles). My guess is 15 years

We are living in an age where minecraft will actually melt graphics cards...

Can this just be downloaded?

nice, time to download it and not use it because im too poor

it’s so beautiful

I didn’t notice it was Minecraft until I read he title. That looks like unreal engine 4

Will my nvidia that came with my dell laptop be able to run this or nah?

u/vredditdownloader

Guess it's time to get back into minecraft

What the hell I diddn't even realise this was Minecraft at first

Holy shit I didn’t even realize this was Minecraft at first

Is there a mod/texture pack type deal I can get for my own game to make it look anything similar to this without the crazy PC requirements? Obviously nothing will look this good but just something to enhance it more than the original game

Sorry, I am confused. Is this going to be a real minecraft shader pack?

why ?

It looks like murder on your cpu but also gorgeous

Is this a shader pack that I can download and use?

Only if you want to :)

I’m morally against this

It's path tracing not RT. I saw the original Twitter post at least they mentioned so in the comments but Reddit comments get lost easily so you should've at least put that in the title instead of just using almost the same clickbait title

Now I have to get a rtx2080ti

Is this a specific mod that is available to me now? I'm not familiar with anything beside stock Minecraft.

Do I need a graphics card for this or will the built in graphics do the job.

Nah fam your toaster will do the trick

Maybe Ray tracing isn't that bad

Someone tell me how I can make Minecraft look this sexy

Yo thats mad

Yo this gonna eat my RAM for breakfast

This ain't 1.2.5 anymore...

So they weren’t lying, they was just making it perfect

Notglacier 😍

Not actually ray tracing with the new RTX cards, if it was real time ray tracing yoy would see the player model in the reflection

Where can i get this?

yo wtf

My laptop barely holds vanilla Minecraft on minimal :P

I read this as "tray racing". I expected to see the player hop on a lunch tray and slide down that perfectly reflected hallway.

Can I run this on my stock mac

Would a GTX 1060 handle it ok? (CPU: AMD FX-4300 Quad Core)

Minecraft Ray tracing free on 1.13.2!! Fast before links are down! https://www.youtube.com/watch?v=AAaSurlXURA&feature=youtu.be

This is more real than real life

So minecraft needs a powerhouse of a computer if you want it to look this good

Which texture pack is this?

So is this a setting in Minecraft that you can turn on? I own a 2070 card and would love to get this working.

Smart. Ray tracing is actually very hard to process, but not if you’re using blocks like Minecraft does.

What rendering technique does Minecraft normally use? Projection?

What texture pack is this?

which shader is this, do you have a link my Good sir?

Maybe look at the credited guy ? I have no idea, I say this just in case

seus patreon test build

How do I get my Minecraft to look like this so I can melt my mac?!

[deleted]

Well - Yea - All Laptops have super crappy GPU's. It's like saying "The least smelliest piece of dog shit" - Doesn't mean it's good - It just means that it's the best of a low quality set

But what about gaming laptops?

Gaming
Laptops

Pick one :)

It's more a marketing term than anything.

How can something such a bad looking game, look so good.

Sweet post, loose fit for this sub tho.