What is Really Real-time Ray Trace

Solution
Real shadows behave differently depending on where and how many light sources there are. The sun will cast a sharp, well defined shadow like that on a clear day, but on an overcast day or if you are indoors with multiple light sources the shadows will be softer. Ray-tracing, as someone mentioned, eliminates the need for programmers to code fake shadows because ray-tracing actually simulates light rays as they bounce off everything in the scene. It remains to be seen how this will benefit the gamer/consumer because although it will be less work for programmers, they still have to offer games with the old tricks in them because not everyone will have a ray-tracing capable gpu. It actually might result in a bit more work for them...
It is about how the light and shadow are processed, Ghost Recon and any other game has rastering shadow, this is precompiled shadows at high resolution (that is why teh games now have 100GB), real time ray tracing removes this precompilled shadow and removes lot of work from artist and reduces development time a lot because the gpu does that work for them instead of manually draw them. Also teh games will reduce A LOT in size, maybe the games will have a few GB in size (6-8GB) because of removing this precompilled things and letting gpu render them in real-time.
 

drjackool

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Dec 5, 2013
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How this possible?! pre-designing shadows!!! shadows must created according object angles and it is not possible!
 
Real shadows behave differently depending on where and how many light sources there are. The sun will cast a sharp, well defined shadow like that on a clear day, but on an overcast day or if you are indoors with multiple light sources the shadows will be softer. Ray-tracing, as someone mentioned, eliminates the need for programmers to code fake shadows because ray-tracing actually simulates light rays as they bounce off everything in the scene. It remains to be seen how this will benefit the gamer/consumer because although it will be less work for programmers, they still have to offer games with the old tricks in them because not everyone will have a ray-tracing capable gpu. It actually might result in a bit more work for them because they have to support both, although with ray-tracing I think all they have to do is define the objects and light sources in the scene which has to be done anyway, and as already stated the hardware takes care of shadows, reflections, refractions, etc. The "tricks" will be enabled for those without ray-tracing hardware and disabled for those with ray-tracing hardware. So as an example with your video above if clouds roll in when you are playing the game, the programmer would have to program the clouds AND program the shadow to change to soft edges, but with ray-tracing hardware they just program the clouds and the hardware takes into account the new objects and their properties which diffuse the source light (the sun) and the shadows will just change automatically.

I tend to think I'm oversimplifying though because what Turing offers is actually hybrid ray-tracing + rasterization and real-time ray-tracing effects will still be computationally expensive and already we've seen indications that developers had to reduce application of those effects in the game (was it BF5?). So, what they might be doing is adding ray-tracing to this or that in the scene, but not everything.
 
Solution

mjbn1977

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In real life, light photons will be emitted from objects (light sources, basically anything in one way or another) such as lamps/lights sources and the sun. Those photons/light rays travel with the speed of light and hit other surfaces and get reflected by objects until they hit our eye and make us see that object.

Ray Tracing: basically with ray tracing the way how light travels will be realistically copied. basically the picture will be rendered based on traveling light. Only is this done the opposite way. Not from the light source to our eye (camera in games), but from our eye towards the light source. This is done to save resources, since the computer only has to calculate and render what we can actually see. This allows ultra realistic lighting, ultra realistic shadows, reflections and so on. Considering enough resolution and processing power pictures can be generated which basically look absolutely real. Unfortunately, this requires so much computational power that this can not be used in real time yet (and we are still far away from rendering lifelike in real-time). But this technique is already used for computer animation and special effects in movies. But in movies doesn't have to be rendered in real time. Movies will be rendered in giant server farms and scenes can take days to render. If you look at the stunning lighting effects of recent 3D animated movies such as "Moana" or "Finding Dory" you will see what ray tracing is capable of. No computer game even comes close to that kind of lighting.

Rasterized Shadows/Shading: this is what we currently see in real time video games. This is not ray tracing. The game engines using all kind of tricks, in order to simulate or give the impression of real time shadows. And they look really good, but if you really pay attention you find many mistakes in the shading and shadowing and you will never get the kind of lighting effects ray tracing can deliver.

RTX: this is a first attempt to implement some ray tracing in games, in addition to the traditional methods. They might calculate some shadows, or realistic reflections for better picture quality, but it will not render the complete image. In order to see computer games rendered completely by ray tracing we all have to grow significantly older.
 


Shadow of the Tomb Raider, on a 2080 Ti could not maintain 60 fps at 1080p with RTX On, the developer said it is a work in progress and it is not oiptimized very well but i think they just gonna reduce the rays number to be more easy on the videocard.