RTX (Path Tracing) a near future of real time

Path Tracing he's been with us for a few good years.

Always the limit was VRAM on the graphics card.
for large production Ray Tracing was counted on the CPU (Using DDR Ram - System)
Some productions can use up to 128 GB (and More) of RAM but now it's changing.There is a reversal towards the GPU.Vram is a smaller and smaller obstacle with the help of NVlink you can even expand 2 GPUs to 96GB VRAM.

Examples VRAM usege:

Small project (Studio Setup) advertisement of product packaging  ~ 1 GB VRAM
Medium Project (Interior - Exterior,Arch Viz) ~ 4 GB VRAM
Large Project (Housing estate,Buildings Animation) ~8 GB VRAM and More
Very Large Project (Cities) ~ 12 GB VRAM and More

(Given values are averaged)
everything depends on how detailed we will have the geometric grid and the quality of the texture.

Most projects a graphics card will be sufficient such as:

from GTX 1060 6 GB VRAM to GTX 1080 8GB VRAM or RTX 2060 and RTX 2080

This is just the beginning of changes.

Nvidia has introduced two new technologies to its new products:

RT Cores - responsible for calculating Ray Tracing

DLSS - responsible for Artificial Intelligence

The first tests of new RT cores are very promising:

One GPU 2080 Ti with RT Cores On gives the effect like 2x 1080 ti in Path Tracing(Full RTX calculations).
(depending on the scene, these values can be from 2 to 4 times better than the previous generation).

DLSS - Scene rendered to Full HD (1920x1080) will be automatically scaled to 4K.
(artificial intelligence will fill the missing pixels).

AI Denoiser - will help in getting rid of the so-called noise (appears when we use Path Tracing)

Mixing all this features give powerful result.


The future of games with Path Tracing (Full RTX)

Now we have only a few titles on the market where you can see new technologies in action:

Battlefield 5 (RTX Reflection)

Metro Exodus (RTX Shadows)

Final Fantasy XV (DLSS Technology)

At the moment, it is not possible to display the full Path Tracing in Newest Games.
Only some elements can be implemented but keep this in mind that not long ago
we could only dream about Real Time Path Tracing.

For Example:

5 years ago, the CPU counted Path Tracing (1 FPS) about 2 hours!


Battlefield 5 - There is only Reflection Ray Traced (even then there are drops by 50% in FPS)
for Example: Turning on (Full Path Tracing) will reduce this value to several FPS.
it is also dependent on how many samples would be allocated per pixel.

More Samples Per Pixel = Less Noise (Longer Computation)

Even if we had 5 FPS (Path Traced) It is a huge jump in the right direction!

From Hours to Real Time! in a few years.

Now some Examples from Full Path Tracing with AI and DLSS.

1.)Full Path Traced Scene On 2x1080 Ti in Full HD (1920x1080) with AI Denoiser.




When I reduce Resolution to for Example 1024x768 I can get ~ 5 FPS.
I use 100 Samples Per Pixel.When I reduce Sm/Px to 20 I can Get 25 FPS
(Less Sm/Px means Noise)


Full Animation from This Scene:



2.)AI Rescale (3x less Time to Computation).From FullHD to 4K.





3.)AI Denoiser 5 Sm/Px on GTX 1070 8GB VRAM (10 FPS)





Website:

https://www.adriankulawik.com/


Best Regards.
Adrian