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Reflections without Raytracing Ever wonder how they had perfect reflections without RTX? They just built the room twice and flipped it. 🤯 CoD Ghosts: NextGen Testmap

1,439,542 просмотров • 10 месяцев назад •via X (Twitter)

Комментарии: 33

Фото профиля Shaun Weber
Shaun Weber10 месяцев назад

Yes many games back then used this technique. But it has its limits to.

Фото профиля TheTopMostDog 🇦🇺🐕‍🦺🏕️🎣🔫🪓🥩
TheTopMostDog 🇦🇺🐕‍🦺🏕️🎣🔫🪓🥩10 месяцев назад

Ray tracing was the biggest marketing gimmick. I don't doubt it's technically superior, but look at when it first came out. People were frothing for miniscule improvements at the cost of most of their performance. What a joke.

Фото профиля Busy Panda
Busy Panda10 месяцев назад

even death stranding 2 uses this technique

Фото профиля VGamingJunkie VT
VGamingJunkie VT10 месяцев назад

Half-Life 2 famously combined this with cubic environment maps for static things like the environment. Managed to produce impressive results for only being from 2004.

Фото профиля ᚷᚺᛟᛊᛏ
ᚷᚺᛟᛊᛏ10 месяцев назад

classic technique, ray tracing is still objectively a "better" technique (though obviously more compute heavy and not without it's own problems) but it's amazing how far back this method goes. Even early 3D games like DN3D used this method to render mirrors

Фото профиля The Daily Conspiracy Podcast
The Daily Conspiracy Podcast10 месяцев назад

You will never not convince me ray tracing is the worst thing to happen to gaming. It's so resource heavy and almost indistinguishable to just good creative development work

Фото профиля k. 🇰🇿
k. 🇰🇿10 месяцев назад

Yeah, half life 2 from 2004 has a better solution and it also includes dynamics objcts

Фото профиля Tobias
Tobias10 месяцев назад

In Super Mario 64, a similar technique was used in the large mirror room; the room and Mario exist twice in this scene, so it looks as if it's mirrored. Back then, many such tricks were used to create effects that would have been impossible to render at the time.

Фото профиля Ashcroftnite 🇻🇳
Ashcroftnite 🇻🇳10 месяцев назад

There's also other technique called Planar reflections, which HL2 (and even GTA 5) uses for water reflections and u don't need to duplicate the building/room at all, instead it's all done by shaders.

Фото профиля babinski
babinski10 месяцев назад

This is computationally cheaper than ray tracing in most scenarios.

Фото профиля Jeff Treves
Jeff Treves10 месяцев назад

Brooooooo!

Фото профиля Dachswerk
Dachswerk10 месяцев назад

Because they had to improvise, adapt and overcome. You had to fool the machine into doing it and player into believing it. Everything had a computational cost, and resources were limited. Now they just fatten it up and pass the cost to consumers

Фото профиля Ajay
Ajay10 месяцев назад

it is worrysome that tech is still underdeveloped. they had to build it twice.

Фото профиля Vaughan
Vaughan10 месяцев назад

The thing I miss the most is using this technique for mirrors. Modern games often have ugly, muddy mirrors. Like the mirrors in the OG Dead Rising look fantastic, but in the newer ones they are awful

Фото профиля Robo Miner - Remastered for Android
Robo Miner - Remastered for Android10 месяцев назад

no .. it just appears like so - in reality the world is just rendered twice - exactly how mirrors worked in games. It's not fully accurate in terms of lights, but noone cares - and they dont reflect anything. raytracing: actually reflects light onto a wall etc

Фото профиля MikeMumbelz
MikeMumbelz10 месяцев назад

I have to imagine doubling the amount of everything we interact with comes with major performance drawbacks. I'm sure it works but scaling this would probably cause chaos.

Фото профиля Filip Coulianos
Filip Coulianos10 месяцев назад

We used to do this trick in Half-Life 1 ^^. Works, but all dynamic characters, explosions and whatever will not reflect ^^.

Фото профиля clearo
clearo10 месяцев назад

Bully from Rockstar in 2006 does the same thing, pretty cool. Portal and Portal 2 do something similar with the portal mechanic. You're not actually going through a portal you're seemlessly switching between two mirrored characters in mirrored rooms

Фото профиля ちえっく
ちえっく10 месяцев назад

Yeah they've been doing this since the 90s. For planer reflections it's called the duplicate room method: in older games like Super Mario 64 or Duke Nukem 3D, developers literally built a duplicate, inverted version of the room on the other side of a transparent wall. A second "mirror version" of the player character would move in tandem with the real player to complete the illusion.

Фото профиля regawdless
regawdless10 месяцев назад

Great trick for limited use cases, not scalable to larger worlds at all unfortunately. Also no dynamic reflections unless you also duplicate all the physics, particles and other actions, blowing the compute budget.

Фото профиля ɿoɈɒɿɈƨinim𝐃ɒ
ɿoɈɒɿɈƨinim𝐃ɒ10 месяцев назад

Isn't this more or just as costly as Raytracing, if it were done with new games ? just asking btw

Фото профиля Gwydion_Wolf 🇺🇸
Gwydion_Wolf 🇺🇸10 месяцев назад

Now you know why sometimes you'd see textures backwards on walls and such.... :P it's when they'd grab the wrong texture and use the 'reflection' one rather than the 'top-level' one :D

Фото профиля DevilishxDave
DevilishxDave10 месяцев назад

Old technique if I'm not mistaken. Didn't Super Mario 64 do the same thing for mirrors? Just cloned the the room and duped the player while inverting their motion?

Фото профиля (Officially) Travis
(Officially) Travis10 месяцев назад

This is a good example of why raytracing doesn’t seem as expensive as you’d think, because non raytracing tricks have to do things like this, wasting processing with an entire duplicate model

Фото профиля Furinji Hayato
Furinji Hayato10 месяцев назад

Reflections without raytracing 🤯

Фото профиля Jilted Valkyrie
Jilted Valkyrie10 месяцев назад

Build once and flip it, really.

Фото профиля Bruno Sanches
Bruno Sanches10 месяцев назад

And duke nukem 3d in 1996 did this on the fly for the mirrors:

Фото профиля Dave Lindsay
Dave Lindsay10 месяцев назад

In most 2015 and earlier rendering setups it's cheaper to have a second camera rendering a low res texture at the complementing angle of incidence to the reflecting plane. It's then layered on. Only modern pipelines would double the geometry cause of the expensive post-processing that they only want to pay for (on the GPU) once.

Фото профиля Kornel Kisielewicz
Kornel Kisielewicz10 месяцев назад

Literally the same technique in 1996.

Фото профиля Bridgit
Bridgit10 месяцев назад

Old technology as in Duke Nukem restroom

Фото профиля Wridian
Wridian10 месяцев назад

It's a good trick as long as the "reflective" surface is pretty much flat and one elevation. Otherwise, curves or steps pretty much break the illusion, and there are more limits past that. So this by no means proves raytracing is unneeded or a waste of resources.

Фото профиля OSV K0d.exe
OSV K0d.exe10 месяцев назад

when Battlefield stuff ? 👀

Фото профиля Lukas
Lukas10 месяцев назад

@grok what are the limits of that technique

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