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Some more
Eyes still a bit off here and there. But damn, I mean... this is real time. The CG industry has struggled time and tme again getting this done with regular rendering and hours per frame on gigantic render farms.
Not bad, but what a windbag.
Yeah, it is quite impressive. The giveaway to me is the skin, its still just a bit too perfect with a fairly uniform gloss over it. That is what gives away most Daz renders, too, the skin is too reflective, or uniformly reflective, as if they are oily or sweaty. Real people are not like that if they are clean. The video with the real Serkis demonstrates this really well, he is not as shiny as his CGI counterpart.
I am not sure what hardware this is running, it may be the DGX-1 like the Star Wars demo video as all of these came out from GDC. But I don't think you need all of that horsepower to produce this particular scene.
Wondering if RTX will be integrated into Iray, as in, will Iray be an application that uses the RTX feature. If so, can you imagine realtime raytracing in DAZ...
Daz 5???
SIGH....
I will love this, huge scenes rendering frames in no-time....
Octane 4 is months away, the denoiser component of V4 is only being tested in the test build release, it does not hav the full Brigade-speed engine. But even when Octane V4, with Brigade (the high speed engine that is only 40% done...
), is fully released and working, it will not handle the PBR-MDL material workflow like Iray
From what we got so far concerning realtime rtx its only used for shadows, ambient occlusion and reflections. The rest is rendered with traditional rasterization. So RTX + Iray wouldn't result in realtime unless rasterization is used for the rest.

Around 5:48 in this video they show path tracing + optix ai denoising:
Yes, it is something of a hybrid engine. But that might just be good enough. Well, it is good enough, considering Disney has already used Unreal in a couple final production shots from 2 major movies. Now that they have this...I am certain we will see a lot more scenes shot directly with Unreal in their movies. After all, that's why we have a Star Wars demo in the first place, they are fully on board with this tech. It changes everything.
It looks to me like the AI Denoiser is a big reason why this works.
Electronic Arts had their own demo, and this one is using DXR, the one Microsoft is using. It is not using Nvidia nor AMD's solution, so this is a nice display of what DirectX12 can be capable of on its own with ray tracing. I think it looks pretty solid, and that is very promising. If this is true, then you may not need a Volta GPU to enjoy ray tracing. You will probably will need a good card, but it wont have to be Volta.
True but something which shouldn't be ignored is how difficult it is to reach a certain quality with each of the methods. A big part of daz is about human characters. Good skin and hair are important there but rtx doesn't help with that from what we know so far. It would be nice if they could expand it at some point in the future to SSS materials for skin and such.
Regarding Volta nvidia supposedly said it should give speedups of several hundred percent against the default DXR but we will have to wait for benchmarks to see whats that about. ( https://www.techpowerup.com/242504/microsoft-releases-directx-raytracing-nvidia-volta-based-rtx-adds-real-time-capability )
That is awesome!
You do and there is SSS in Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/Subsurface_Scattering
True but it being possible in a demo scene for a team of specialists doesn't mean a hobbyist artist will do well using the same approach. How much work and knowledge do they have to put in to create the results they get? Not something a average hobbyist will be able to do.
If they can streamline it in the future for normal artists it would certainly be a great alternative.